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Thread: Mike Dude's HK-Drone Version 2 RELEASE

  1. #21
    Wirererer Manslaughter's Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    YOU ARE WIREGOD! for now...
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  2. #22
    Wire Noob Alex912837465's Avatar
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    Question Re: Mike Dude's HK-Drone Version 2 RELEASE

    Quote Originally Posted by Blaylock1988 View Post
    You just put it into your Steam\steamapps\username\garrysmod\garrysmod\data\ adv_duplicator folder, load up the game, join a server, pull out your adv duplicator stool, upload it to the server, then load and paste it. Or, just come to Disco's public build server, because it is already uploaded there.

    @Dav1d. No it does not use quaternions, the only thing that does right now is my HK-Aerial that I am working on.
    all i got is the codes, is that the thing u put in adv_dup

  3. #23
    Wire Noob Nick-'s Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    I noticed the missiles depend of the hk's chip for them to work properly.
    There are a million uses I have for that missile but I cant use it when it needs the other chip to function.
    Could you possibly make a version of the missiles code that is not dependent on the HK's chip?
    Make it compatible with a target finder.

  4. #24
    Wirererer Blaylock1988's Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    Those missiles do indeed rely on the Drone expression due to the global variables it uses to relay the firing and targeting information. Ironically, my code is very similar to Divran's missile launcher. His uses chat commands and has some nice features. I was completely unaware that he made the missiles, his system is almost identical to mine except his uses quaternions. The missiles in the Drone don't use quaternions, but with Divran's help, I wrote a new optimized expression for an infinite missile spawner system using quaternions, much less ops, and can handle at least twice as many for the same number of ops as the one on the current HK-Drone.

    I know I probably just made your mouths water more, but I hesitate to post an expression that can launch an infinite amount if missiles almost instantaneously simply by hooking up a target finder and a prop spawner. It would be like Balls of Steel again, except laggier from all the props and huge ops counts. I will think about it.

    U.S. Air Force

    Terminator 3 HK-Drone Project
    Download V2 HERE

    New Halo Reach Falcon Project coming soon


  5. #25
    Wire Noob Alex912837465's Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    i still can't spawn it even though i have put the codes in the Data\adv_dup folder plz help

  6. #26
    Wire Noob Nick-'s Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    Well after I asked you I took a crack at it to see if I could do it myself and succeeded.
    changed the chip a little, and used a gate or two.

    It appears the HK's chip supplies the target and coordinates only.
    SOLVED

  7. #27
    Wirererer Blaylock1988's Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    yep, it uses global variables to transmit the information directly from E2 to E2

    U.S. Air Force

    Terminator 3 HK-Drone Project
    Download V2 HERE

    New Halo Reach Falcon Project coming soon


  8. #28
    Banned GalvazimGX's Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    Yo Mikedude. Very impressive work. I understand that it wobbles a little bit and is inaccurate but you are fixing this still which is understandable but I have a question. is it possible to issue a move order. so wherever you aim and issue and move order. it will go to that spot and hold

  9. #29
    Wirererer Mikhail's Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    yeah i also have notice the missile tend to end up orbiting people and the right turret seems to get jammed up and aim upwards.

  10. #30
    Wire Sofaking emspike's Avatar
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    Default Re: Mike Dude's HK-Drone Version 2 RELEASE

    Quote Originally Posted by Blaylock1988 View Post
    Those missiles do indeed rely on the Drone expression due to the global variables it uses to relay the firing and targeting information. Ironically, my code is very similar to Divran's missile launcher. His uses chat commands and has some nice features. I was completely unaware that he made the missiles, his system is almost identical to mine except his uses quaternions. The missiles in the Drone don't use quaternions, but with Divran's help, I wrote a new optimized expression for an infinite missile spawner system using quaternions, much less ops, and can handle at least twice as many for the same number of ops as the one on the current HK-Drone.

    I know I probably just made your mouths water more, but I hesitate to post an expression that can launch an infinite amount if missiles almost instantaneously simply by hooking up a target finder and a prop spawner. It would be like Balls of Steel again, except laggier from all the props and huge ops counts. I will think about it.
    Whenever I make a propspawner missile launcher I just use a single applyOffsetForce for each missile that drags it along, and they rotate to face the right way by themselves o_O

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