+ Reply to Thread
Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 39

Thread: [RELEASE] e:getWirelink()

  1. #11
    Wire Sofaking Grocel's Avatar
    Join Date
    Mar 2008
    Location
    Germany, NRW, Remscheid
    Posts
    751

    Default Re: [RELEASE] e:getWirelink()

    Maybe because is does not wire anything.
    Quote Originally Posted by Wizard of Ass View Post
    The secret phrase in gmod is: Rusty bullet hole
    Im a molecule!

  2. #12
    Bug Buster TomyLobo's Avatar
    Join Date
    Feb 2009
    Posts
    2,796

    Default Re: [RELEASE] e:getWirelink()

    it makes people too lazy to wire things up
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

  3. #13
    kna
    kna is offline
    Wire Amateur kna's Avatar
    Join Date
    Jan 2008
    Posts
    30

    Default Re: [RELEASE] e:getWirelink()

    Oh, great reason to not include in SVN... Is there any difference, wire you things manually or write code that wires them with wirer or with e2?

  4. #14
    Bug Buster TomyLobo's Avatar
    Join Date
    Feb 2009
    Posts
    2,796

    Default Re: [RELEASE] e:getWirelink()

    wired wirer is not wiresvn, for one

    and you'd just spawn a bunch of components and a chip and have the chip auto-detect everything.
    this has nothing to do with building anymore.
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

  5. #15
    Wire Sofaking Rybec's Avatar
    Join Date
    Apr 2008
    Location
    Denver
    Posts
    648

    Default Re: [RELEASE] e:getWirelink()

    It would, however, be great for factory construction.
    And you still have to place those entities. It would take a lot of the tedium out of wiring up something large, like display screens that all show the same thing scattered throughout a base. You could make a "universal car" chip or something where you build a new car with wire components included, then just slap the chip on and not need to wire.

    It adds to creative ability.

  6. #16
    Bug Buster TomyLobo's Avatar
    Join Date
    Feb 2009
    Posts
    2,796

    Default Re: [RELEASE] e:getWirelink()

    for factories you have the wired wirer.
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

  7. #17
    Expressionism 2.0 Syranide's Avatar
    Join Date
    Mar 2007
    Location
    Sweden
    Posts
    4,573

    Default Re: [RELEASE] e:getWirelink()

    Quote Originally Posted by Rybec View Post
    You could make a "universal car" chip or something where you build a new car with wire components included, then just slap the chip on and not need to wire.

    It adds to creative ability.
    The only purpose of something like E:wirelink() is to create self-wiring stuff, which basically boils down to creating frameworks or "templates"... which are rarely associated with creative flexibility, rather the opposite. I don't see how creating a "universal car" template gives you more creativity or flexibility.

    Quote Originally Posted by Rybec View Post
    It would take a lot of the tedium out of wiring up something large, like display screens that all show the same thing scattered throughout a base
    Use "wireless" stuff then for instance or create "hubs" that simply connect using a single wirelink, and place prefabricated dupes with everything included. No need to wire the same stuff up, the same way over and over.

  8. #18
    kna
    kna is offline
    Wire Amateur kna's Avatar
    Join Date
    Jan 2008
    Posts
    30

    Default Re: [RELEASE] e:getWirelink()

    If you create "universal car e2" you can focus mainly on building car itself, altering design and others things, and then just place thrusters and e2. So you waste less time coding loads of expressions that do same thing or wiring one semi-universal e2 to thrusters that you should attach in special places.

    I don't think wireless stuff can act as hi-speed device, so you can't wirelink console screen with hubs.

    And if you can wire any entity to e2, then it does not mean that you must create "templates" or anything similar. You can just use it to wire multiple screens at one time, or just shorten time of wiring.

    I don't see any difference between wiring stuff yourself of writing code that wires stuff automatically.

  9. #19
    Wire Amateur Hardy's Avatar
    Join Date
    Sep 2008
    Location
    Russia, Ryazan
    Posts
    34

    Default Re: [RELEASE] e:getWirelink()

    It can be useful for SB, just point at doors, and say something like /adddoor "name", then control them by /open "name" and /close "name", instead wiring each door. This is only one example...
    Равшан билдинг стайл =)

  10. #20
    Bug Buster TomyLobo's Avatar
    Join Date
    Feb 2009
    Posts
    2,796

    Default Re: [RELEASE] e:getWirelink()

    do you mean door controllers on the map?
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

+ Reply to Thread
Page 2 of 4 FirstFirst 1234 LastLast

LinkBacks (?)

  1. 02-05-2010, 05:59 PM

Similar Threads

  1. [RELEASE] Mandelbrot Set
    By Gobo in forum Finished contraptions
    Replies: 28
    Last Post: 08-19-2009, 04:23 AM
  2. [Release] E2 Derma_tools
    By GUN in forum Finished contraptions
    Replies: 10
    Last Post: 08-11-2009, 05:45 PM
  3. [Release] E2 obfuscator
    By mmavipc in forum Wiremod General Chat
    Replies: 0
    Last Post: 08-07-2009, 03:58 PM
  4. [Release] E2 obfuscator
    By mmavipc in forum Off-Topic
    Replies: 0
    Last Post: 08-07-2009, 03:58 PM

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
proceed-collector
proceed-collector
proceed-collector
proceed-collector
linguistic-parrots
linguistic-parrots
linguistic-parrots
linguistic-parrots