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		<title>Wiremod.com Forums</title>
		<link>http://www.wiremod.com/forum/</link>
		<description>Home Of The Official Wire Addon For Garrys Mod.</description>
		<language>en</language>
		<lastBuildDate>Thu, 09 Sep 2010 11:40:47 GMT</lastBuildDate>
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		<ttl>60</ttl>
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			<title>Wiremod.com Forums</title>
			<link>http://www.wiremod.com/forum/</link>
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		<item>
			<title>Server Forum: Rules</title>
			<link>http://www.wiremod.com/forum/servers/22454-server-forum-rules.html</link>
			<pubDate>Thu, 09 Sep 2010 01:24:26 GMT</pubDate>
			<description>Do not make a thread here unless you have a Gmod server that you want to advertise to the users of wiremod.com. This forum is for server...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Do not make a thread here unless you have a Gmod server that you want to advertise to the users of wiremod.com. This forum is for server advertisements, nothing else.<br />
<br />
If you have a problem with anything related to a server here, then <b>send the owner a private message</b>. Whatever you do, do not bitch and moan about problems you had in the server. It almost always results in a argument between two people.<br />
<br />
Infractions will be handed out to people who do not follow these simple rules.<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/servers/">Servers</category>
			<dc:creator>Drunkie</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/servers/22454-server-forum-rules.html</guid>
		</item>
		<item>
			<title>Angles</title>
			<link>http://www.wiremod.com/forum/expression-2/22451-angles.html</link>
			<pubDate>Wed, 08 Sep 2010 21:42:08 GMT</pubDate>
			<description><![CDATA[I'm making a holo helicopter that flies above my head and makes a buzzing noise, pitch and rotor speed relative to it's speed. 
to keep the sound at...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->I'm making a holo helicopter that flies above my head and makes a buzzing noise, pitch and rotor speed relative to it's speed.<br />
to keep the sound at the holo, I use the Chip Buddy from the e2 examples list, display the holo above it and make the sound come from it.<br />
<br />
But I can't figure out how to make the chip aim at me with applyAngForce (so the helicopter will properly fly towards me), nor how to get the hologram to rotate with the chip without messing it up. I tried parenting the holo's to the chip, but when I rotate the chip, the holo's positions stay relative to the world instead of the chip, resulting in a messy hologram.<br />
<br />
So how do I get the chip to face me and the holo's to be positioned relative to the chip?<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/expression-2/">Expression 2</category>
			<dc:creator>Jeroenvw</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/expression-2/22451-angles.html</guid>
		</item>
		<item>
			<title>All In One Stacker</title>
			<link>http://www.wiremod.com/forum/finished-contraptions/22450-all-one-stacker.html</link>
			<pubDate>Wed, 08 Sep 2010 21:29:32 GMT</pubDate>
			<description><![CDATA[As the name implies, it's a stacker that stacks crates and holos. To change what you're using, say "crates" or "holos" in chat. Some credit to Maso...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->As the name implies, it's a stacker that stacks crates and holos. To change what you're using, say &quot;crates&quot; or &quot;holos&quot; in chat. Some credit to Maso as well, he helped me put it togather ^_^. Sorry for no screenies, I have no idea how to upload them :(. Experiment with it and you'll figure it out.Here's the code:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">@name StackPack_[v1]<br />
@persist I O:entity Size [<acronym title="Page Ranking">Pr</acronym>]:array A WS<br />
interval(1)<br />
<br />
Scale=34<br />
Model=&quot;models/props_junk/wood_crate001a.mdl&quot;<br />
Aim=round(owner():aimPos()/Scale)*Scale<br />
Click=owner():keyAttack1()<br />
Click2=owner():keyAttack2()<br />
Use=owner():keyUse()<br />
<br />
if (changed(Click)&amp;Click&amp;owner():weapon():type() == &quot;weapon_crowbar&quot; &amp; owner():lastSaid()==&quot;crates&quot;) <br />
{<br />
&nbsp; &nbsp; propSpawn(Model,Aim+vec(0,0,(Scale+1)/2),1)<br />
&nbsp; &nbsp; Model=&quot;models/props_junk/wood_crate001a.mdl&quot;<br />
&nbsp; &nbsp; holoDeleteAll()<br />
}<br />
<br />
if (changed(Click2)&amp;Click2&amp;owner():weapon():type() == &quot;weapon_crowbar&quot;) <br />
{<br />
&nbsp; &nbsp; owner():aimEntity():propDelete()<br />
}<br />
<br />
A=1<br />
if(first()) {<br />
&nbsp; &nbsp; Size = 1<br />
&nbsp; &nbsp; O = owner()<br />
&nbsp; &nbsp; I++<br />
&nbsp; &nbsp; holoCreate(I)<br />
&nbsp; &nbsp; holoAng(I,ang())<br />
&nbsp; &nbsp; holoAlpha(I,200)<br />
&nbsp; &nbsp; holoScale(I,vec()+Size)<br />
&nbsp; &nbsp; Size = Size*12<br />
}<br />
M1 = owner():keyAttack1()<br />
Crowbar = O:weapon():type()==&quot;weapon_crowbar&quot;<br />
<br />
if(changed(Crowbar)) {<br />
&nbsp; &nbsp; if(Crowbar) {holoAlpha(I,200)}<br />
&nbsp; &nbsp; else{holoAlpha(I,0)}<br />
}<br />
<br />
Pos = O:aimPos()<br />
Pos = (round(Pos/vec(Size,Size,Size))*vec(Size,Size,Size)):setZ(O:aimPos():z()+Size/2)<br />
for(X=1,<acronym title="Page Ranking">Pr</acronym>:count()) {<br />
&nbsp; &nbsp; if(<acronym title="Page Ranking">Pr</acronym>[X,vector] == Pos) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; Pos += vec(0,0,Size)<br />
&nbsp; &nbsp; }<br />
}<br />
holoPos(I,Pos)<br />
<br />
if(changed(M1) &amp; M1 &amp; Crowbar &amp; owner():lastSaid()==&quot;holos&quot;)<br />
{<br />
&nbsp; &nbsp; <acronym title="Page Ranking">Pr</acronym>[I,vector]=holoEntity(I):pos()<br />
&nbsp; &nbsp; holoAlpha(I,255)<br />
&nbsp; &nbsp; I+=1<br />
&nbsp; &nbsp; holoCreate(I)<br />
&nbsp; &nbsp; holoAng(I,ang())<br />
&nbsp; &nbsp; holoAlpha(I,200)<br />
&nbsp; &nbsp; holoScale(I,vec()+Size/12)<br />
}<br />
<br />
if(owner():lastSaid()!=&quot;holos&quot;)<br />
{<br />
&nbsp; &nbsp; holoDeleteAll()<br />
}</code><hr />
</div> Note: Constructive criticism is good, but i'm a beginner, so keep that in mind ^_^<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/finished-contraptions/">Finished contraptions</category>
			<dc:creator>CATNIP7</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/finished-contraptions/22450-all-one-stacker.html</guid>
		</item>
		<item>
			<title>Sorting holos by distance.</title>
			<link>http://www.wiremod.com/forum/expression-2/22449-sorting-holos-distance.html</link>
			<pubDate>Wed, 08 Sep 2010 20:17:08 GMT</pubDate>
			<description><![CDATA[Hey guys, I've run into a little problem where I can't see what's wrong.. :/ 
 
Basically, I want the E2 to pick the hologram that is closest to my...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Hey guys, I've run into a little problem where I can't see what's wrong.. :/<br />
<br />
Basically, I want the E2 to pick the hologram that is closest to my aimPos() and create a shade around it.<br />
<br />
Here's my code:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Use = owner():keyUse()<br />
<br />
if($Use&amp;Use){<br />
&nbsp; &nbsp; V = 0<br />
&nbsp; &nbsp; while(V&lt;5){<br />
&nbsp; &nbsp; &nbsp; &nbsp; V++<br />
&nbsp; &nbsp; &nbsp; &nbsp; Dis = owner():aimPos():distance(holoEntity(V):pos())<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(Dis&gt;Distance){<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Index = V<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Distance = Dis<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; holoCreate(6,holoEntity(Index):pos(),-holoScale(Index)*1.25)<br />
&nbsp; &nbsp; holoModel(6,&quot;hqsphere2&quot;)<br />
&nbsp; &nbsp; holoColor(6,vec())<br />
}</code><hr />
</div> Before in the code, I've just made 5 holos with random positions around the chip.<br />
<br />
And yes, I do have runOnTick(1)<br />
And yes, I do have ALL the values in outputs.<br />
<br />
When I press use, it picks a holo, but never the correct one. It's kinda weird..<br />
<br />
Can anyone see the problem? Would help a lot :)<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/expression-2/">Expression 2</category>
			<dc:creator>Fair</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/expression-2/22449-sorting-holos-distance.html</guid>
		</item>
		<item>
			<title>Administration Tab does not show up!</title>
			<link>http://www.wiremod.com/forum/technical-support/22447-administration-tab-does-not-show-up.html</link>
			<pubDate>Wed, 08 Sep 2010 12:30:42 GMT</pubDate>
			<description>Hello, 
 
I was playing on my Server and a Client asked me to incerase the maximum Gates Limit. 
In the Wire Tab, there normally is a undertab (like...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Hello,<br />
<br />
I was playing on my Server and a Client asked me to incerase the maximum Gates Limit.<br />
In the Wire Tab, there normally is a undertab (like gates, advanced, Wire - Physics...) called &quot;Administration&quot; i found that tab, but there was nothing in it :( so i could not set the maximum Gates Limit...<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/technical-support/">Technical Support</category>
			<dc:creator>Hellspawn</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/technical-support/22447-administration-tab-does-not-show-up.html</guid>
		</item>
		<item>
			<title>Change Thread Title?</title>
			<link>http://www.wiremod.com/forum/wiremod-website-chat/22446-change-thread-title.html</link>
			<pubDate>Wed, 08 Sep 2010 08:13:04 GMT</pubDate>
			<description><![CDATA[Hey guys, 
 
I recently posted a new forum, and put a "NEW" at the start of it's name, just to emphasize the point, assuming i could change the titel...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Hey guys,<br />
<br />
I recently posted a new forum, and put a &quot;NEW&quot; at the start of it's name, just to emphasize the point, assuming i could change the titel later and remove it. When i went to try and edit the tile though, i could find no way to. Does anyone know how to do this?<br />
<br />
Thanks in advance,<br />
Beowulf<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/wiremod-website-chat/">Wiremod Website Chat</category>
			<dc:creator>Beowulf</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/wiremod-website-chat/22446-change-thread-title.html</guid>
		</item>
		<item>
			<title><![CDATA[[E2 Function] keyReload()]]></title>
			<link>http://www.wiremod.com/forum/wiremod-lua-coding/22444-e2-function-keyreload.html</link>
			<pubDate>Tue, 07 Sep 2010 23:13:13 GMT</pubDate>
			<description>I was attempting to learn some lua and noticed that there was an absence of keyReload(), its an extremely simple but useful code that i think should...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->I was attempting to learn some lua and noticed that there was an absence of keyReload(), its an extremely simple but useful code that i think should be added to either wiremod svn or UWSVN. I don't feel like going through the processes necessary to have this committed to either svns  heres the code and if any dev sees this add it if you want. (I and many others think this should have been there in the first place)<br />
<br />
keyReload()<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">e2function number entity:keyReload()<br />
&nbsp; &nbsp; &nbsp; &nbsp; if not validEntity(this) then return 0 end<br />
&nbsp; &nbsp; &nbsp; &nbsp; if this:IsPlayer() and this:KeyDown(8192) then return 1 end<br />
&nbsp; &nbsp; &nbsp; &nbsp; return 0<br />
end</code><hr />
</div> To install this just simple place in garrysmod/addons/wire/lua/entities/gmod_wire_expression2/base/custom as a .lua file.<br />
Enjoy <i>-PINGAS</i><!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/wiremod-lua-coding/">Wiremod Lua Coding</category>
			<dc:creator>PINGAS</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/wiremod-lua-coding/22444-e2-function-keyreload.html</guid>
		</item>
		<item>
			<title>Help on forcedownload script!</title>
			<link>http://www.wiremod.com/forum/off-topic/22442-help-forcedownload-script.html</link>
			<pubDate>Tue, 07 Sep 2010 19:25:21 GMT</pubDate>
			<description>Sorry if this is in the wrong section, first post here, but anyways I need help with my force download script, it was working, but for some reason...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Sorry if this is in the wrong section, first post here, but anyways I need help with my force download script, it was working, but for some reason now its not, it trys to download my whole server file! So can you tell me if this is right?<br />
<br />
<br />
// where it says AddDir(&quot;&quot;) Where the &quot;&quot; is put your file dir..eg: AddDir(&quot;sound\music&quot;)<br />
// resource.addfile is used to download seperate files FROM your dir you have chosen. <br />
// Eg: resource.AddFile(&quot;Models\materials\som.vmt&quot;)<br />
<br />
<br />
__________________________________________________  __________________________________________________<br />
<br />
function AddDir(dir) // recursively adds everything in a directory to be downloaded by client<br />
	local list = file.FindDir(&quot;../&quot;..dir..&quot;/*&quot;)<br />
	for _, fdir in pairs(list) do<br />
		if fdir != &quot;.svn&quot; then // don't spam people with useless .svn folders<br />
			AddDir(fdir)<br />
		end<br />
	end<br />
 <br />
	for k,v in pairs(file.Find(&quot;../&quot;..dir..&quot;/*&quot;)) do<br />
		resource.AddFile(dir..&quot;/&quot;..v)<br />
	end<br />
end<br />
 <br />
AddDir(&quot;addons/Mad_Cows_Weapons&quot;)<br />
AddDir(&quot;addons/DurgzMod&quot;)<br />
AddDir(&quot;addons/NYPD_Players&quot;)<br />
AddDir(&quot;addons/legs&quot;)<br />
AddDir(&quot;addons/KeypadCracker&quot;)<br />
<br />
<br />
<br />
resource.AddFile(&quot;&quot;)<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/off-topic/">Off-Topic</category>
			<dc:creator>Bullard120</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/off-topic/22442-help-forcedownload-script.html</guid>
		</item>
		<item>
			<title>CPU Compiler Problem</title>
			<link>http://www.wiremod.com/forum/cpu-gpu-hi-speed/22441-cpu-compiler-problem.html</link>
			<pubDate>Tue, 07 Sep 2010 18:56:16 GMT</pubDate>
			<description><![CDATA[i just made my first "fail-cpu" and i have a annoying compiler problem, no matteres which CPU i open, created by my friend or standard one like...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->i just made my first &quot;fail-cpu&quot; and i have a annoying compiler problem, no matteres which CPU i open, created by my friend or standard one like &quot;amount&quot;, when i click on &quot;Load into Compiler&quot; and spawn CPU, i get this in console<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">----&gt; ZyeliosASM compiler - Version 2.0 (SVN REV 0/990) &lt;----<br />
-&gt; ZyeliosASM: Compiling...<br />
-&gt; ZyeliosASM: Pass 1<br />
-&gt; Error: Syntax error. This should not be here: &quot;,1&quot;, at line 5<br />
-&gt; ZyeliosASM: Pass 2<br />
-&gt; ZyeliosASM: Compile aborted: fatal error has occured</code><hr />
</div> error i ALWAYS same, after that when i open every CPU i get &quot;Syntax error. This should not be here: &quot;,1&quot;, at line 5&quot; in validate line.<br />
and this is my &quot;fail-cpu&quot; code<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><br />
jmp codestart;<br />
<br />
codestart:<br />
je port3,1<br />
&nbsp; &nbsp; jmp addition;<br />
je port3,2<br />
&nbsp; &nbsp; jmp extraction;<br />
je port3,3<br />
&nbsp; &nbsp; jmp multiply;<br />
je port3,4<br />
&nbsp; &nbsp; jmp devide;<br />
jmp codestart;<br />
<br />
addition:<br />
mov eax,port0<br />
add eax,port1<br />
mov port2,eax<br />
jmp codestart;<br />
<br />
extraction:<br />
mov eax,port0<br />
sub eax,port1<br />
mov port2,eax<br />
<br />
multiply:<br />
mov eax,port0<br />
mul eax,port2<br />
<br />
jmp codestart;</code><hr />
</div> btw. apologise for my terrible english :(<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/cpu-gpu-hi-speed/">CPU, GPU, and Hi-speed</category>
			<dc:creator>Tygan</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/cpu-gpu-hi-speed/22441-cpu-compiler-problem.html</guid>
		</item>
		<item>
			<title>Put several of the awesome E2 extensions in the UWSVN?</title>
			<link>http://www.wiremod.com/forum/ideas-suggestions/22440-put-several-awesome-e2-extensions-uwsvn.html</link>
			<pubDate>Tue, 07 Sep 2010 17:48:12 GMT</pubDate>
			<description><![CDATA[dlb (known as ben1066 on wiremod.com) mentioned that several of the great E2 extensions never get into the UWSVN. 
I'm posting this thread as a place...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->dlb (known as ben1066 on wiremod.com) mentioned that several of the great E2 extensions never get into the UWSVN.<br />
I'm posting this thread as a place for us to discuss whether or not to add these extensions and for you to suggest other E2 extensions lying around which may deserve a place in the UWSVN.<br />
<br />
Here is the current list. &quot;Extension Discussion Status&quot; indicates whether or not to add it to the UWSVN. <br />
<b><font color="green">Yes (green)</font></b> means, yes, it should be added. <br />
<b><font color="red">No (red)</font></b> means it has been discussed but found inadequate. <br />
<b><font color="orange">Pending (orange)</font></b> means its author (or other person if specified) needs to confirm to me that I am allowed to commit and/or they need to update the extension first. <br />
<b><font color="blue">Suggested (blue)</font></b> means I (or another person) am suggesting it and it is up for discussion (You are of course welcome to discuss an extension with the status &quot;Yes&quot; or &quot;No&quot; as well).<br />
<ul><li><a href="!21925!http://www.wiremod.com/forum/wiremod-addons/21925-e2-tracing-systems.html" target="_blank"><u>Feha's Trace Functions.</u></a><br />
Feha's trace system is an awesome extension that lets you easily create &quot;fake&quot; objects and &quot;trace&quot; on them. This can be useful when you need to find the surface of your holographic keyboard or when you want to trace holograms.<br />
Extension Discussion Status:<b> <font color="green">Yes</font></b></li>
<li><a href="!22402!http://www.wiremod.com/forum/developers-showcase/22402-e2-i-o-functions.html" target="_blank"><u>My I/O Extension</u></a><br />
Allows you to set/get inputs and outputs of the E2 using strings, as well as get the entities wired to the E2.<br />
Extension Discussion Status: <b><font color="green">Yes</font></b> (Thought about it, and I believe this should be in the official SVN, but I'm leaving this here.)</li>
<li><a href="!21684!http://www.wiremod.com/forum/wiremod-lua-coding/21684-e2-damage-functions-mk2-complete-rehash.html" target="_blank"><u>Flieboy's Damage Functions</u></a><br />
Damage extension allowing you to make the E2 execute on damage dealt to any entity and get information about the damage dealt.<br />
Extension Discussion Status: <b><font color="blue">Suggested</font></b></li>
<li><a href="!9782!http://www.wiremod.com/forum/wiremod-lua-coding/9782-e2-hud-rendering.html" target="_blank"><u>McLovin's HUD Rendering Extension</u></a><br />
Allows you to draw to the HUD with E2.<br />
Extension Discussion Status: <b><font color="orange">Pending</font></b></li>
<li><a href="!12386!http://www.wiremod.com/forum/expression-2/12386-e2-derma.html" target="_blank"><u>Snuffy's E2 Derma</u></a><br />
Allows you to create and interact with Derma items using E2.<br />
Extension Discussion Status: <b><font color="orange">Pending</font></b> (May need a complete rewrite)</li>
<li><a href="!9941!http://www.wiremod.com/forum/wiremod-addons/9941-jeremydeaths-various-wire-addons.html" target="_blank"><u>JeremyDeath's createWire Functions</u></a><br />
Allows you to wire entities to each other using E2.<br />
Extension Discussion Status: <b><font color="blue">Suggested</font></b> (May need an update as well - possibly a syntax rewrite as the arguments of the createWire function can be a little confusing)</li>
</ul><br />
Discuss.<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/ideas-suggestions/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>Divran</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/ideas-suggestions/22440-put-several-awesome-e2-extensions-uwsvn.html</guid>
		</item>
		<item>
			<title>Is there a command to remove a target entity?</title>
			<link>http://www.wiremod.com/forum/expression-2/22439-there-command-remove-target-entity.html</link>
			<pubDate>Tue, 07 Sep 2010 16:36:54 GMT</pubDate>
			<description>I am looking to write an e2 chip to remove an entity. 
Is there a command such as remove:(E) that would delete a prop?</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->I am looking to write an e2 chip to remove an entity.<br />
Is there a command such as remove:(E) that would delete a prop?<!-- google_ad_section_end --></div>

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			<category domain="http://www.wiremod.com/forum/expression-2/">Expression 2</category>
			<dc:creator>DarthRogue</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/expression-2/22439-there-command-remove-target-entity.html</guid>
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			<title>Wiremod to E2</title>
			<link>http://www.wiremod.com/forum/technical-support/22438-wiremod-e2.html</link>
			<pubDate>Tue, 07 Sep 2010 14:30:30 GMT</pubDate>
			<description>Yeah hum i would like to know if theres any way to translate physical wiremod into E2 coding ... because I often do wired cars and its getting real...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Yeah hum i would like to know if theres any way to translate physical wiremod into E2 coding ... because I often do wired cars and its getting real laggy because of all the wiremod props it take..<br />
<br />
Hum i made a kind of code here as you can see, not a pseudo code but you can take a look<br />
<font color="red"><br />
ConstantValue: 12Vals(0,25,45,60,12,20,30,40,999,0.5,3) Values<br />
<font color="seagreen">// All these values are for the speed, and the pitch sound &quot;gear&quot;</font><br />
<br />
IsInRange: 4Chips(0,25)(25,45)(45,60)(60,999) Min-Max-Value(Value=Speedo(MPH))<br />
<font color="seagreen">// Tells if speed is in range to change &quot;gear&quot;</font><br />
<br />
IfThenElse: 4Chips(If IIR4=1 Then 40 else IIR3, If IIR3=1 Then 30 else IIR2,<br />
If IIR2=1 Then 20 Else IIR1, If IIR1=1 Then 12 else NONE)<br />
<font color="seagreen">// Execute the changes of the IsInRange</font><br />
<br />
ValueRange: Min=0.5 Max=3 Value to Divide<br />
<font color="seagreen">// Min is the Idle pitchsound, max is just to set a max value for the pitchsound</font><br />
<br />
Divide: A=Speedo(MPH) B=IIR4<br />
<font color="seagreen">// Divides the output of the speed</font><br />
<br />
SpeedoMeter: 1Chip<br />
<br />
AdvPodControl: 1Chip<br />
<br />
Thrusters: Minimum 4Chips(A1 to W(APC) A2 to A(APC) A3 to D(APC) A4 to S(APC)<br />
<br />
SoundEmmiters: A to AdvPodControl(Activated) PitchSound to ValueRange<br />
<br />
Seat to AdvPod(Right click link)<br />
<br />
Round: 1Chip (A to Speedo(MPH))<br />
<font color="seagreen">// For speed monitoring</font><br />
Monitor: A to Round<br />
<br />
</font><!-- google_ad_section_end --></div>

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			<category domain="http://www.wiremod.com/forum/technical-support/">Technical Support</category>
			<dc:creator>AthlonZ</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/technical-support/22438-wiremod-e2.html</guid>
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			<title>Moving Strings around Inside arrays (how to)</title>
			<link>http://www.wiremod.com/forum/expression-2/22434-moving-strings-around-inside-arrays-how.html</link>
			<pubDate>Tue, 07 Sep 2010 06:04:37 GMT</pubDate>
			<description>OK i have plans on making another game inside Gmod some of you may remember My bounce ball project. 
Well this time i am aiming at making a puzzle...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->OK i have plans on making another game inside Gmod some of you may remember My bounce ball project.<br />
Well this time i am aiming at making a puzzle game thing is i have become a little stuck as how to make it work. The core feature i am having problems is movement.<br />
<br />
Ok so lets look at the type of game i am trying to make:<a href="http://www.quickflashgames.com/games/unblock/" target="_blank">Game Link </a><br />
<br />
So as you can see its a basic 2d puzzle game that i find a lot of fun. Now onto my problem.<br />
<br />
Here is a quick code i made to demonstrate.: <br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">@name pixle test<br />
@inputs [P1 P2 P3 P4]:entity<br />
@outputs <br />
@persist [Array Pix]:array<br />
@trigger <br />
<br />
<br />
if(first()){<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; Array:setString(1,&quot;1&quot;)<br />
&nbsp; &nbsp; Array:setString(2,&quot;0&quot;)<br />
&nbsp; &nbsp; Array:setString(3,&quot;0&quot;)<br />
&nbsp; &nbsp; Array:setString(4,&quot;1&quot;)<br />
<br />
&nbsp; &nbsp; Pix:setEntity(1,P1)<br />
&nbsp; &nbsp; Pix:setEntity(2,P2)<br />
&nbsp; &nbsp; Pix:setEntity(3,P3)<br />
&nbsp; &nbsp; Pix:setEntity(4,P4)<br />
}<br />
<br />
for(I=1,4){<br />
<br />
if(Array:string(I)==&quot;1&quot;){Pix:entity(I):setColor(vec(255,0,0))}<br />
else<br />
{Pix:entity(I):setColor(vec(0,255,0))}<br />
}</code><hr />
</div> As you can see the code will color the props (pixels) Depending on the data in the first array.<br />
What i want to do is get whats in index 4 and move it a set amount of spaces up or down the list.<br />
<br />
Example:<br />
<br />
Before i move it:<br />
<br />
    Array:setString(1,&quot;0&quot;)<br />
    Array:setString(2,&quot;0&quot;)<br />
    Array:setString(3,&quot;0&quot;)<br />
    Array:setString(4,&quot;1&quot;)<br />
<br />
After i move it :<br />
<br />
    Array:setString(1,&quot;1&quot;)<br />
    Array:setString(2,&quot;0&quot;)<br />
    Array:setString(3,&quot;0&quot;)<br />
    Array:setString(4,&quot;0&quot;)<br />
<br />
The thing is i can not work out how to do this. I<b> do not want to just wright a new string to it</b> Because i will not always be dealing with 1 and 0  and the amount i want to move it up or down the list could change.<br />
<br />
Another thing is i may need to first find all the indexes in the array that contain the same string as the 1 selected and move all of them up/down the  array. so i can move 3 or 2 pixels at 1 time.<br />
<br />
So the plan is i can make a 8x8 grid of pixels have each pixel assigned an index in the array and depending on whats in that index decides what color to make the pixel.<br />
<br />
The end result for the control style should be look at a pixel press 2 to select it and then mouse 1,2 to move it side to side (up,down the array)<br />
<br />
If you think i am going about this all wrong Please tell me how you would remake the game with out Prop core or e2 extensions.<br />
<br />
<br />
<br />
Thx Wirenut's<!-- google_ad_section_end --></div>

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			<category domain="http://www.wiremod.com/forum/expression-2/">Expression 2</category>
			<dc:creator><![CDATA[WireNut's]]></dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/expression-2/22434-moving-strings-around-inside-arrays-how.html</guid>
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			<title>Prop Core Enable Problem</title>
			<link>http://www.wiremod.com/forum/expression-2/22433-prop-core-enable-problem.html</link>
			<pubDate>Tue, 07 Sep 2010 04:47:07 GMT</pubDate>
			<description>I have enabled prop core. I dont know if i downloaded it. i tried the download tutorial but the download is just a text file. please help.</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->I have enabled prop core. I dont know if i downloaded it. i tried the download tutorial but the download is just a text file. please help.<!-- google_ad_section_end --></div>

 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/expression-2/">Expression 2</category>
			<dc:creator>SodNoShirayuki</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/expression-2/22433-prop-core-enable-problem.html</guid>
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			<title><![CDATA[[Expression 2] Select Cases and Collapsible regions]]></title>
			<link>http://www.wiremod.com/forum/ideas-suggestions/22432-expression-2-select-cases-collapsible-regions.html</link>
			<pubDate>Tue, 07 Sep 2010 04:15:48 GMT</pubDate>
			<description>*Switch Cases* 
Switch cases are a very nice way of avoiding long and messy if-then-elseif chains.  
This is mostly an aesthetic thing for those who...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start --><b><i><font size="3">Switch Cases</font></i></b><br />
Switch cases are a very nice way of avoiding long and messy if-then-elseif chains. <br />
This is mostly an aesthetic thing for those who get OCD over script formatting / layout like I do.<br />
Proposed syntax:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Var = lastSaid()<br />
<br />
switch(Var)<br />
{<br />
&nbsp; &nbsp;  case &quot;lol&quot; : print(&quot;Stop saying lol!&quot;)<br />
&nbsp; &nbsp;  case &quot;die!&quot; : selfDestruct()<br />
&nbsp; &nbsp;  case &quot;life&quot; : A = 42<br />
&nbsp; &nbsp;  case else : exit()<br />
}</code><hr />
</div> <b><i><font size="3">Collapsible regions</font></i></b><br />
Collapse those if, for and while statements and other large regions into one line to save on scrolling for an age, and make the code nicer to read.<br />
Line numbers should collapse with the regions, and they should expand if an error is encountered within themselves.<br />
Kinda like this (but better):<br />
<br />
<img src="http://dl.dropbox.com/u/6769272/idea.png" border="0" alt="" /><br />
<br />
Where &quot;if(3)...&quot; is a collapsed if statement, &quot;Stuff&quot; is the name of a collapsible region, and &quot;Stuff2&quot; is a collapsed region.<!-- google_ad_section_end --></div>

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			<category domain="http://www.wiremod.com/forum/ideas-suggestions/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>Dav1d</dc:creator>
			<guid isPermaLink="true">http://www.wiremod.com/forum/ideas-suggestions/22432-expression-2-select-cases-collapsible-regions.html</guid>
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