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Thread: Holo madness

  1. #1
    Wire Sofaking Unsmart's Avatar
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    Default Holo madness

    PLEASE, CLICK ON THE TEXT ABOVE THE VIDEO TO PLAY IT! EMBED DOESN'T WORK HERE!



    Hello, recently I have been working a lot with the E2 holograms and this is the result:

    Holo helicopter
    Controlls:
    Pilot:WASD, shift up, alt down, space is airbrake, R toggles engine
    Gunner: space for crosshairs, mouse 1 fire AA guns, mouse 2 fire rockets, mouse wheel up cycles rockets (visible on front hud panel), F to lock target (smart lock settings), R to lock rockets

    It is 31 props and 32 constraints, ~26 holograms, 1 turret, 4 rocket mounts. Rockets are part of dup. The heli was duped and spawned max. 4 times, so the dup. damage should be 0.

    The heli must be spawned at [0,0,0] angle for the holograms to work correctly (could be fixed later with E:toWorld(A))

    This heli is incredibly easy to control, the rockets are fast and powerful, auto destructing after use, or switching off if entity is null, they are wireless, triggered by signals and target is fed to it by global variables.

    CREDITS TO Generic Default for the heli CHASY
    And yes, no picky, no clicky: (video in this case)
    Click here to play.


    Holo Buddy

    This is exactly like Maso?s Bubble buddy, but remade into holograms. It has 4 expressions, another one for talking:
    Speaking in chat: opens/closes moth for every word (string explode)
    Mic: opens mouth every 500miliseconds (runOnKey(?G?))

    Commands (expressions):
    /evil --
    /evil++ --I love this expression in text: >
    /surprise ?default expression for speaking
    /smile ?default

    Video:

    Holo buddy

    Holo toaster

    Yes, I noticed you guys got a thing about toasters, so I made one for you! It is a double waffle toaster made out of holograms. It grabs nearest 2 waffles, and starts to cook them, when they are cooked, it will spit them out (can be changed to frozen only). The hologram changes color 5 times during cooking, and of course, the final waffle has the final color.

    Video:
    holo toaster II

    And yes, important part, the dups or E2 codes:
    bubble buddy (make sure to spawn it on ground and that its flat)

    Code:
    @name holo face
    @inputs 
    @outputs Done Clk Speak Times Mod Max Mic
    @persist 
    @trigger 
    Clk= chatClk(owner())
    Ls= owner():lastSaid()
    Ls= Ls:lower()
    Mic= key("X")
    if(Clk)
    {
        Ar= Ls:explode(" ")
        Max= Ar:count()*2
        
    }
    if(Done==0)
    {
        if(first())
        {
            I=1
            #for(I=1,I<=15,1)
            while(I<=19)
            {
                holoCreate(I)
                #print(I+"")
                I++
            }
            #1=body
            #2,3= big eyes
            #5,6= small eyes
            #4,13= mouth
            #7,8=eye brows
            #9=nose
            #hairs: 10~18
            #D mouth: 19
           
        }
        H1= holoEntity(1)
       
        #position
        holoPos(1,H1:pos()+vec(0,0,40))
        holoPos(2,H1:toWorld(vec(25, 13,10)))
        holoPos(3,H1:toWorld(vec(25,-13,10)))
        holoPos(4,H1:toWorld(vec(29,0,-12)))
        holoPos(5,H1:toWorld(vec(30, 13,10)))
        holoPos(6,H1:toWorld(vec(30,-13,10)))
        holoPos(7,H1:toWorld(vec(22,-13,19)))
        holoPos(8,H1:toWorld(vec(22, 13,19)))
        holoPos(9,H1:toWorld(vec(30, 0,0)))
        holoPos(10,H1:toWorld(vec(10, 0,30)))
        holoPos(11,H1:toWorld(vec(10, 10,30)))
        holoPos(12,H1:toWorld(vec(10,-10,30)))
        holoPos(13,H1:toWorld(vec(29,0,-12)))
        holoPos(14,H1:toWorld(vec(-5,5,30)))
        holoPos(15,H1:toWorld(vec(-5,-5,30)))
        
        holoPos(16,H1:toWorld(vec(-15,-10,30)))
        holoPos(17,H1:toWorld(vec(-15,-0,30)))
        holoPos(18,H1:toWorld(vec(-15,10,30)))
        
        holoPos(19,H1:toWorld(vec(29,0,-14.5)))
        #angle
        holoAng(7,ang(30,90,0))
        holoAng(8,ang(-30,90,0))
        
        holoAng(4,ang(0,90,0))#-15
        
        holoAng(10,ang(80,0,0))
        holoAng(11,ang(80,0,0))
        holoAng(12,ang(80,0,0))
        
        holoAng(13,ang(90,0,0))
        
        holoAng(14,ang(80,0,0))
        holoAng(15,ang(80,0,0))
        holoAng(16,ang(80,0,0))
        holoAng(17,ang(80,0,0))
        holoAng(18,ang(80,0,0))
        
        holoAng(19,ang(90,0,0))
        #material
        holoMaterial(1,"models/shiny")
        holoMaterial(2,"models/shiny")
        holoMaterial(3,"models/shiny")
        holoMaterial(7,"models/shiny")
        holoMaterial(8,"models/shiny")
        holoMaterial(9,"models/shiny")
        #holoMaterial(13,"models/shiny")
        #holoMaterial(19,"models/shiny")
        
        #scale
        holoScale(1,vec(5,5,5))
        holoScale(4,vec(1,0.2,0.2))
        holoScale(5,vec(0.5,0.5,0.5))
        holoScale(6,vec(0.5,0.5,0.5))
        holoScale(7,vec(0.6,0.2,0.2))
        holoScale(8,vec(0.6,0.2,0.2))
        holoScale(9,vec(0.5,0.5,0.5))
        holoScale(10,vec(1,0.2,0.2))
        holoScale(11,vec(1,0.2,0.2))
        holoScale(12,vec(1,0.2,0.2))
        holoScale(14,vec(1,0.2,0.2))
        holoScale(15,vec(1,0.2,0.2))
        holoScale(16,vec(1,0.2,0.2))
        holoScale(17,vec(1,0.2,0.2))
        holoScale(18,vec(1,0.2,0.2))
        
        holoScale(19,vec(0.65,1,0.2))
        #model 
        holoModel(1,"hqicosphere2")
        holoModel(2,"hqicosphere2")
        holoModel(3,"hqicosphere2")
        holoModel(5,"hqicosphere2")
        holoModel(6,"hqicosphere2")
        holoModel(9,"hqcylinder")
        holoModel(13,"hqtorus2")
        
        holoModel(19,"cylinder")
        #color
        
        Red= vec(255,0,0)
        White= vec(255,255,255)
        Black=vec()
        Yel= vec(255,255,0)
        Brown= vec(80,40,40) 
        
        holoColor(1,Yel)
        holoColor(4,Red)
        holoColor(5,Black)
        holoColor(6,Black)
        holoColor(7,Brown)
        holoColor(8,Brown)
        
        holoColor(10,Black)
        holoColor(11,Black)
        holoColor(12,Black)
        holoColor(14,Black)
        holoColor(15,Black)
        holoColor(16,Black)
        holoColor(17,Black)
        holoColor(18,Black)
        holoColor(13,Red)
        holoColor(19,Red)
        
        holoAlpha(13,0)
        #holoAlpha(4,0)
        
        #parent
        I=2
        while(I<=19)
        {
          holoParent(I,1)   
            I++
        }
        #holoParent(1,owner())
        #holoPos(1,owner():shootPos())
        runOnChat(1)
        Done=1
    
    
        Me=owner()
        #holoPos(1,(Me:shootPos()))
        #holoAng(1,ang(0,Me:angles():yaw(),0))#   
        runOnTick(1)
        
        runOnKey("X")
        #runOnKey("W")
        #runOnKey("S")
        #runOnKey("LCONTROL")#for height -50
    }
    if(tickClk())
    {
    Me=owner()
    holoPos(1,Me:pos()+vec(0,0,45))
    holoAng(1,ang(Me:eye():z()*-45,Me:angles():yaw(),0))
    holoParent(1,owner())
    }
    
    if(Clk)
    {
        Speak=0
        H1= holoEntity(1)
        holoAng(4,ang(0,holoEntity(4):angles():yaw(),0))
        holoScale(7,vec(0.6,0.2,0.2))
        holoScale(8,vec(0.6,0.2,0.2))
        
        holoPos(7,H1:toWorld(vec(22,-13,19)))
        holoPos(8,H1:toWorld(vec(22, 13,19)))
        
        if(Ls=="/smile")   
        {
            holoAlpha(13,0)
            holoAlpha(4,255)
            holoAlpha(19,255)
            holoAng(7,ang(0,holoEntity(7):angles():yaw(),0))
            holoAng(8,ang(0,holoEntity(8):angles():yaw(),0))
        }
        elseif(Ls=="/suprise")   
        {
            holoAng(7,ang(30,holoEntity(7):angles():yaw(),0))
            holoAng(8,ang(0,holoEntity(8):angles():yaw(),0))
            holoAlpha(4,0)
            holoAlpha(19,0)
            holoAlpha(13,255)
        }
        elseif(Ls=="/evil")   
        {
            holoAlpha(13,0)
            holoAlpha(4,255)
            holoAlpha(19,0)#the | is better than |D
            
            holoAng(7,ang(30,holoEntity(7):angles():yaw(),0))
            holoAng(8,ang(-30,holoEntity(8):angles():yaw(),0))
            holoAng(4,ang(-15,holoEntity(4):angles():yaw(),0))
        }
        elseif(Ls=="/evil++")   #>|D
        {
            holoAlpha(13,0)
            holoAlpha(4,255)
            holoAlpha(19,0)
            
            holoAng(7,ang(30,holoEntity(7):angles():yaw(),0))
            holoAng(8,ang(-30,holoEntity(8):angles():yaw(),0))
            holoAng(4,ang(-15,holoEntity(4):angles():yaw(),0))
            
            holoScale(7,vec(1.8,0.2,0.2))
            holoScale(8,vec(1.8,0.2,0.2))
            
            
            holoPos(7,H1:toWorld(vec(25,-13,19)))
            holoPos(8,H1:toWorld(vec(25, 13,19)))
            
        }
        else
        {
            Speak=1
            
        }
        
    }
    if(changed(Mic)&Mic)
    {
        interval(100)
    }
    if(changed(Mic)&!Mic)
    {
        interval(0)
        Mod=1
           
        
    }
    if(Speak|Mic)
    {
    runOnChat(0)
    timer("Speak",500)   
    }
    if(clk("Speak"))
    {
        Times++   
        
    }
    if(changed(Times)&Times&Done)
    {
        if(Times>=Max&!Mic)
        {
         Times=0
         Speak=0   
         stoptimer("Speak")
         CLk=0
         runOnChat(1)
         Mod=1
        }
        
        if(Mod)
        {
         holoAlpha(4,255)  
         holoAlpha(13,0)  
         holoAlpha(19,255) 
            
        }
        else
        {
            holoAlpha(4,0)  
            holoAlpha(13,255)  
            holoAlpha(19,0) 
        }
        Mod=!Mod
        
    }
    if(changed(Times)&Times==0&clk("Speak"))
    {
        
        stoptimer("Speak")
        runOnChat(1)
        Max=0
    }
    Toaster:
    Code:
    @name 
    @inputs 
    @outputs [Find Wafles]:array Cook Phase Col:vector
    @persist 
    @trigger 
    interval(200)
    if(first())
    {
        Wafles1=array()
        for(I=1,6)
        {
           
            holoCreate(I)
            holoColor(I,vec(100,100,100))
            if(I<3|I==6)
            {
                holoScale(I,vec(1.5,2,0.2))
                holoAng(I,ang(90,0,0))
            }
            elseif(I>2&I<5)
            {
                holoScale(I,vec(1.5,1,0.2))
                holoAng(I,ang(90,90,0))
                #holoAlpha(I,0)
                
            }
            else
            {
                holoScale(I,vec(2,1,0.2))
                holoAng(I,ang(0,90,0))
            }
        }
        
        
        H1= holoEntity(1)
        H5= holoEntity(5)
        H3= holoEntity(3)
        holoPos(1,H1:toWorld(vec(0,0,-4.9)))
        holoPos(2,H1:toWorld(vec(0,0, 4.9*2)))#multiplication anyone?
        holoPos(4,H3:toWorld(vec(0,0,11)))
        holoPos(3,H3:toWorld(vec(0,0,-11)))
        holoPos(5,H5:toWorld(vec(0,0,-9)))
        
    }
    if(clk()&!Cook)
    {
        findByModel("models/waffle.mdl")
        findClipToClass("waffle")
        findSortByDistance(entity():pos())
        Find= findToArray()
        
        Wafles=array()
        
        for(I=1,Find:count())
        {
            This= Find[I,entity]
            if((This:pos()-entity():pos()):length()<30)
            {
                if(Wafles:count()<2)
                {
                    Wafles:pushEntity(This)
                    This:setAlpha(0)
                    This:propFreeze(1)
                    
                }
                if(Wafles:count()>=2)
                {
                    Cook=1
                    print("cook")
                    timer("cook",5000)
                    break
                }
                if(Wafles:count()==1)
                {
                    H1=holoEntity(1)
                    holoCreate(8)
                    holoModelAny(8,"models/waffle.mdl")
                    #holoScale(8,vec(1,1,0.1))
                    holoAng(8,ang(90,0,0))
                    holoPos(8,H1:toWorld(vec(-2,0,7.5)))   
                }
            }
            else
            {
                #This:setAlpha(255)    
            }
        }
       
    }
    
    if(Cook&clk("cook"))
    {
        Cook=-1
        print("cooked")
    }
    if(clk("throw"))
    {
        Wafles[1,entity]:propRotate(ang(0,180,0))
        Wafles[2,entity]:propRotate(ang(0,180,0))
        
        Wafles[1,entity]:tele(holoEntity(8):pos())
        Wafles[2,entity]:tele(holoEntity(9):pos())
        
        holoDelete(8)
        holoDelete(9)
        
        Wafles[1,entity]:setAlpha(255)
        Wafles[2,entity]:setAlpha(255)
        
        Wafles[1,entity]:setColor(vec(137,119,119))
        Wafles[2,entity]:setColor(vec(137,119,119))
        
        Wafles[1,entity]:propFreeze(0)
        Wafles[2,entity]:propFreeze(0)
        
      
        
        
        
        Wafles[1,entity]:applyForce(vec(0,0,50))
        Wafles[2,entity]:applyForce(vec(0,0,50))
    
        timer("dis throw",2000)
       
        
    }
    
    if(clk("dis throw"))
    {
      Cook=0 
    }
    if(changed(Cook)&Cook==1)
    {
        #H1=holoEntity(1)
        holoCreate(8)
        holoModelAny(8,"models/waffle.mdl")
        #holoScale(8,vec(1,1,0.1))
        holoAng(8,ang(90,0,0))
        holoPos(8,H1:toWorld(vec(-2,0,7.5)))
        
        holoCreate(9)
        holoModelAny(9,"models/waffle.mdl")
        #holoScale(9,vec(1,1,0.1))
        holoAng(9,ang(90,0,0))
        holoPos(9,H1:toWorld(vec(-2,0,2.3)))
        Phase=1
    }
    if(Phase){timer("phaser",1000)}
    if(changed(Cook)&Cook==-1&!first())
    {
        #holoDelete(8)
        #holoDelete(9)
        H1=holoEntity(1)
        holoPos(8,H1:toWorld(vec(-7,0,7.5)))
        holoPos(9,H1:toWorld(vec(-7,0,2.3)))
        timer("throw",1000)
    }
    
    if(clk("phaser"))
    {
        #if(Phase==0){Col=vec(255,255,255)}
        Phase++
        if(Phase==1){Col=vec(255,255,255)}
        if(Phase==2){Col=vec(150,130,130)}
        if(Phase>=4){Col=vec(137,119,119) Phase=0 stoptimer("phaser")}
        holoColor(8,Col)
        holoColor(9,Col)
    }
    no holomodelAny toaster:
    Code:
    @name 
    @inputs 
    @outputs [Find Wafles]:array Cook
    @persist 
    @trigger 
    interval(200)
    if(first())
    {
        Wafles1=array()
        for(I=1,6)
        {
           
            holoCreate(I)
            holoColor(I,vec(100,100,100))
            if(I<3|I==6)
            {
                holoScale(I,vec(1.5,2,0.2))
                holoAng(I,ang(90,0,0))
            }
            elseif(I>2&I<5)
            {
                holoScale(I,vec(1.5,1,0.2))
                holoAng(I,ang(90,90,0))
                #holoAlpha(I,0)
                
            }
            else
            {
                holoScale(I,vec(2,1,0.2))
                holoAng(I,ang(0,90,0))
            }
        }
        
        
        H1= holoEntity(1)
        H5= holoEntity(5)
        H3= holoEntity(3)
        holoPos(1,H1:toWorld(vec(0,0,-4.9)))
        holoPos(2,H1:toWorld(vec(0,0, 4.9*2)))#multiplication anyone?
        holoPos(4,H3:toWorld(vec(0,0,11)))
        holoPos(3,H3:toWorld(vec(0,0,-11)))
        holoPos(5,H5:toWorld(vec(0,0,-9)))
        
    }
    if(clk()&!Cook)
    {
        findByModel("models/hunter/plates/plate025x025.mdl")
        findSortByDistance(entity():pos())
        Find= findToArray()
        
        Wafles=array()
        
        for(I=1,Find:count())
        {
            This= Find[I,entity]
            if((This:pos()-entity():pos()):length()<30)
            {
                if(Wafles:count()<2)
                {
                    Wafles:pushEntity(This)
                    This:setAlpha(0)
                    This:propFreeze(1)
                    
                }
                if(Wafles:count()>=2)
                {
                    Cook=1
                    print("cook")
                    timer("cook",5000)
                    break
                }
                if(Wafles:count()==1)
                {
                    H1=holoEntity(1)
                    holoCreate(8)
                    holoScale(8,vec(1,1,0.1))
                    holoAng(8,ang(90,0,0))
                    holoPos(8,H1:toWorld(vec(-2,0,7.5)))   
                }
            }
            else
            {
                This:setAlpha(255)    
            }
        }
       
    }
    
    if(Cook&clk("cook"))
    {
        Cook=-1
        print("cooked")
    }
    if(clk("throw"))
    {
        holoDelete(8)
        holoDelete(9)
        
        Wafles[1,entity]:setAlpha(255)
        Wafles[2,entity]:setAlpha(255)
        
        Wafles[1,entity]:setColor(vec(50,10,10))
        Wafles[2,entity]:setColor(vec(50,10,10))
        
        Wafles[1,entity]:propFreeze(0)
        Wafles[2,entity]:propFreeze(0)
        
        Wafles[1,entity]:propRotate(ang(90,0,0))
        Wafles[2,entity]:propRotate(ang(90,0,0))
        
        Wafles[1,entity]:tele(vec(0,0,50)+entity():pos())
        Wafles[2,entity]:tele(vec(0,0,50)+entity():pos())
        
        Wafles[1,entity]:applyForce(vec(0,0,150))
        Wafles[2,entity]:applyForce(vec(0,0,100))
       
        timer("dis throw",2000)
       
        
    }
    if(clk("dis throw"))
    {
      Cook=0   
    }
    if(changed(Cook)&Cook==1)
    {
        #H1=holoEntity(1)
        holoCreate(8)
        holoScale(8,vec(1,1,0.1))
        holoAng(8,ang(90,0,0))
        holoPos(8,H1:toWorld(vec(-2,0,7.5)))
        
        holoCreate(9)
        holoScale(9,vec(1,1,0.1))
        holoAng(9,ang(90,0,0))
        holoPos(9,H1:toWorld(vec(-2,0,2.3)))
    }
    if(changed(Cook)&Cook==-1&!first())
    {
        #holoDelete(8)
        #holoDelete(9)
        H1=holoEntity(1)
        holoPos(8,H1:toWorld(vec(-7,0,7.5)))
        holoPos(9,H1:toWorld(vec(-7,0,2.3)))
        timer("throw",1000)
    }
    all contraptions done by Unsmart

    extensions used:

    E:tele(V)//from prop core, only renamed
    E:freeze(N)//prop core EropFreeze(N)
    Snuffys key extension (bubbly budy mic detection)
    holomodelAny(N,S) for helicopter and toaster, however toaster can be easily remade back to def. holo models.


    If you cant stand my voice, mute the volume!
    Rocket code explained, please open the dup file for the E2
    Holo heli rockets detailed+code explained



    Credits:
    Emperus- for being the model in my holo buddy video and others too.
    Raj - holo buddy video


    the ***** video, sadly got removed, but you can find it at unsmart
    its named as this thread. holo madness, notice the warning, rated M for mature.

    Please update your helicopter with the following patch:
    new patch:
    Code:
    @name holo spawner patch 1.2
    @inputs This:entity
    @outputs
    @persist [Col Mdl Ang Pos]:array
    @trigger
    Ths=entity():isConstrainedTo()
    if(first()){timer("dr",500)}
    if(duped()){timer("dr",10000)}
    if(clk("dr"))
    {
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,100))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,100))
    Col:pushVector4(vec4(255,255,255,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Col:pushVector4(vec4(150,150,150,255))
    Mdl:pushString("models/hunter/blocks/cube05x1x025.mdl")
    Mdl:pushString("models/hunter/blocks/cube05x6x025.mdl")
    Mdl:pushString("models/hunter/triangles/2x2.mdl")
    Mdl:pushString("models/hunter/triangles/1x1x2carved025.mdl")
    Mdl:pushString("models/hunter/blocks/cube05x1x025.mdl")
    Mdl:pushString("models/hunter/triangles/1x1x2carved025.mdl")
    Mdl:pushString("models/hunter/tubes/tube2x2x1d.mdl")
    Mdl:pushString("models/hunter/blocks/cube1x2x05.mdl")
    Mdl:pushString("models/hunter/plates/tri2x1.mdl")
    Mdl:pushString("models/hunter/plates/plate1x4.mdl")
    Mdl:pushString("models/expression 2/cpu_processor_mini.mdl")
    Mdl:pushString("models/hunter/blocks/cube1x2x1.mdl")
    Mdl:pushString("models/hunter/triangles/2x2x1.mdl")
    Mdl:pushString("models/hunter/plates/tri2x1.mdl")
    Mdl:pushString("models/hunter/triangles/2x2.mdl")
    Pos:pushVector(vec(-0.033815935254097,-90.65503692627,59.310161590576))
    Pos:pushVector(vec(-0.32846355438232,318.10794067383,52.124401092529))
    Pos:pushVector(vec(-22.228782653809,-70.725456237793,71.186225891113))
    Pos:pushVector(vec(71.174072265625,0.40428000688553,55.274406433105))
    Pos:pushVector(vec(0.01979486271739,-183.85208129883,35.586132049561))
    Pos:pushVector(vec(-71.17529296875,0.44754382967949,55.276378631592))
    Pos:pushVector(vec(0.010839958675206,-189.81394958496,23.72477722168))
    Pos:pushVector(vec(0.022324655205011,-71.710113525391,35.585632324219))
    Pos:pushVector(vec(23.700416564941,-144.03576660156,47.432975769043))
    Pos:pushVector(vec(-0.26127296686172,-114.77420043945,92.86962890625))
    Pos:pushVector(vec(24.007202148438,0.01594590768218,-0.024416765198112))
    Pos:pushVector(vec(5.9317650794983,0.45241260528564,71.201171875))
    Pos:pushVector(vec(-0.023165673017502,71.623229980469,71.174133300781))
    Pos:pushVector(vec(-20.772850036621,-144.03733825684,47.415405273438))
    Pos:pushVector(vec(22.174781799316,-70.727058410645,71.221374511719))
    Ang:pushAngle(ang(-90,90,0))
    Ang:pushAngle(ang(0,0,15))
    Ang:pushAngle(ang(90,-180,0))
    Ang:pushAngle(ang(45,90,90))
    Ang:pushAngle(ang(-90,-90,0))
    Ang:pushAngle(ang(45,-90,90))
    Ang:pushAngle(ang(90,0,0))
    Ang:pushAngle(ang(0,0,0))
    Ang:pushAngle(ang(0,-90,90))
    Ang:pushAngle(ang(0,0,16))
    Ang:pushAngle(ang(90,0,0))
    Ang:pushAngle(ang(0,-90,90))
    Ang:pushAngle(ang(0,0,0))
    Ang:pushAngle(ang(0,-90,90))
    Ang:pushAngle(ang(90,-180,0))
    
    for(I=1,Col:count())
    {  
        if(Mdl[I,string]:find("expression")){continue} 
        holoCreate(I)
        #holoScaleUnits(I,Cur:boxSize()/vec(2,2,0.5))#for use with model, not any model
        holoAng(I,Ths:toWorld(Ang[I,angle]))
        #holoPos(I,Ths:toWorld(This:toLocal(Cur:pos())))#maybe let copier do it
        holoPos(I,Ths:toWorld(Pos[I,vector]))#works, less constriant on e2 CPu power
        holoModelAny(I,Mdl[I,string])
        holoParent(I,Ths)
        holoColor(I,vec(Col[I,vector4]))
        holoAlpha(I,Col[I,vector4]:w())
    }
     
    }
    Rocket code here, please note that when placing rockets, they must be named correctly:
    from right to left:
    R2 R1 ||L1 L2
    Code:
    @name 
    @inputs 
    @outputs Th Vec V:vector Boom Tar:entity
    @persist
    @trigger 
    signalClearOnRemove() 
    runOnSignal("rocketL2",0,1)
    gSetGroup("target")
    Tar=gGetEnt()
    if(first()|duped()){Th=Vec=0 exit()}
    if(signalClk())
    {
        Th=1
        Vec=0
        timer("phase 2",1000)
        #Heading=entity():isConstrainedTo():angles()
        
    }
    #if(tickClk()&Th&!Vec){Cons:rotate(Heading)}
    if(clk("phase 2"))
    {
        Vec=1
        runOnTick(1) 
    }
    if(Vec)
    {
        V=(Tar:pos()-entity():pos())
        applyForce(V*1000)
    }
    if(V:length()<100&Vec)
    {
        Boom=1
        timer("destruct",50)
    }
    if(clk("destruct")){selfDestruct()}
    if(!Tar){Vec=Th=0 runOnTick(0)}
    Attached Thumbnails Attached Thumbnails Holo madness-gm_wireconstruct_rc0009.jpg   Holo madness-gm_wireconstruct_rc0011.jpg   Holo madness-gm_wireconstruct_rc0006.jpg   Holo madness-gm_wireconstruct_rc0012.jpg  
    Attached Files Attached Files
    Last edited by Unsmart; 10-18-2010 at 02:43 PM.
    New server IP: 89.238.160.17:27018
    Hologram contraptions 1 Holo contraptions 2 EGP stuff Holo minigun Holo javelin rocket launcher
    Unsmart: I doubt the intelligence of some people.
    Drunkie: Nobody could have said that any better than Unsmart.

    Unsmart: Solece, I totally did your mom yesterday
    Solece: Who hasnt

    Divran: there are more retarded people than there are clever people in this world

  2. #2
    Wire Noob Emperus's Avatar
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    Default Re: Holo madness

    Lol, this was so fun to do, nice to see it is finally out here

  3. #3
    Wire Amateur xpxxpx's Avatar
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    Default Re: Holo madness

    :




    Last edited by xpxxpx; 10-10-2009 at 06:42 PM.

  4. #4
    Wire Amateur Marshmellow's Avatar
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    Default Re: Holo madness

    Didn't Generic Default make the original heli? It seems like the helicopter in your video is pretty much exactly like his.
    When I die, I want to go peacefully like my Grandfather did, in his sleep -- not screaming, like the passengers in his car.

  5. #5
    Wire Sofaking oenmaster's Avatar
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    Default Re: Holo madness

    why so angry ?

  6. #6
    Wire Amateur Marshmellow's Avatar
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    Default Re: Holo madness

    Quote Originally Posted by oenmaster View Post
    why so angry ?
    I'm not. I'm just curious as to how they ended up looking exactly the same. Or were you referring to xpxxpx?
    Last edited by Marshmellow; 09-19-2009 at 03:46 PM.
    When I die, I want to go peacefully like my Grandfather did, in his sleep -- not screaming, like the passengers in his car.

  7. #7
    Spucatum Tauri Bull's Avatar
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    Finland
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    Default Re: Holo madness

    Probably because they are both modeled after :
    Last edited by Bull; 09-19-2009 at 03:49 PM. Reason: whoops bit big picture
    My signature has a point.
    Quote Originally Posted by Squeakyneb View Post
    when l3ulletje says do it, do it.
    That

    Quote Originally Posted by Anticept View Post
    By the way, Bull is in charge.

  8. #8
    Wire Amateur Marshmellow's Avatar
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    Default Re: Holo madness

    Hmmm, I just looked at Gen's old heli, and yea they're the exact same. Unsmart just added some stuff.
    When I die, I want to go peacefully like my Grandfather did, in his sleep -- not screaming, like the passengers in his car.

  9. #9
    Wirererer ROFLBURGER's Avatar
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    Canada, Eh?
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    135

    Default Re: Holo madness

    I am so fucking surprised that a -16 year old made this, right now this guy is guna be the next lua king (in 10 or so years)
    Unless you copied this from other people....


    BTW wheres the heli E2?
    Ŗ?₣ĻḄỰŖĢỆŖ:Kevin you need to get rid of the fire on the C4!!!1
    Kevin: Why
    Bill: hey burger is that your base on fire?
    Also:
    My Steam profile
    [GN]Build Combat Server #2|PHX3|WIRE|Weather

  10. #10
    Wire Noob Watercycle's Avatar
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    Default Re: Holo madness

    the heli model it'self is simple and some1 elses, but it's the wire factor you should be looking at, though he should have mentioned he did not make the actual heli model

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