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Thread: -orb-'s Wiremod Tutorials

  1. #201
    Wirererer Core Xii's Avatar
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    Can you make a tutorial on console screens???.
    I dont know how to do anything on it [/b]
    That's what I asked, but it's taking so long I just went and figured it out on my own. Here's the basic walkthrough:
    • First make sure the Console's Clk is zero when you don't want to change anything (this is particularily important because for example if you change CharX, the character at that position will get updated immediately, I think so anyway)
    • Change CharX and CharY to the character you wish to modify. The screen is 30 x 18 and the upper left is (1, 1)
    • Change Char to the value of the ASCII character you want to put on the screen. The character set is lacking, but it has all the basic stuff like letters, numbers and !"#%&/()=? etc. symbols. See here for the ASCII table. Some of these symbols do not work in the Console, but most do
    • CharParam is the color of the character. They are encoded as a 6-digit integer, such that the left 3 digits are the RGB for the background and the right 3 digits for the character itself. The values range from 0 to 9. So for example if I wanted white text on black background, I would input 999 (000999). If I wanted... yellow text on dark red background, I could input 990300. There is also a 7th digit, that you add to the left I think, which when set to 1 (for example 1000999 for white on black blinking text) will make the character blink, i.e. the background and foreground colors swith place (rapidly?)
    • Now make Clk 1, and the Console gets updated. You will need to change Clk back to 0 before changing any of the other inputs or it might produce unwanted artifacts. There seems to be a slight problem with this, as it seems there has to be some pause between toggling the Clk... I'm not sure.
    • Almost forgot... Reset clears the screen when 1. Should be quite obvious.
    Grammar is the difference between "helping your uncle, Jack, off his horse" and "helping your uncle jack off his horse".

  2. #202
    Wire Amateur NIR_Fluff's Avatar
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    Well i made this expression a while ago for a console screen.
    Code:
    N@Console
    I@Pulser
    O@X Y Char Charparam TickTime
    Charparam = 999
    TickTime=0.08
    ~Pulser&Pulser ->
    Timer += 1;
    Timer > 17 -> Timer = 0;
    Timer == 1 -> X = 7, Y = 3, Char = 71;
    Timer == 2 -> X = 8, Y = 3, Char = 97;
    Timer == 3 -> X = 9, Y = 3, Char = 114;
    Timer == 4 -> X = 10, Y = 3, Char = 114;
    Timer == 5 -> X = 11, Y = 3, Char = 121;
    Timer == 6 -> X = 13, Y = 3, Char = 105;
    Timer == 7 -> X =14, Y = 3, Char = 115;
    Timer == 8 -> X = 16, Y = 3, Char = 97;
    Timer == 9 -> X = 18, Y = 3, Char = 116;
    Timer == 10 -> X = 19, Y = 3, Char = 97;
    Timer == 11 -> X = 20, Y = 3, Char = 114;
    Timer == 12 -> X = 21, Y = 3, Char = 100;
    @ Any critics out there, I know there are a few ways to improve the general code (like an On feature ) but i made these about a week or two ago.(Ive been progressing through wire real fast)

    Ok.. Make This expression. Make a Chip-Time-Pulser. Wire Button With toggle values of 1-0

    Wire the pulsers Run -> Button
    Pulsers Ticktime -> Ticktime output on expression chip
    CharX CharY Char CharParam -> X Y Char CharParam
    Clk -> Pulser

    Ok how this works and what it will basically do;

    Charparam = 999 <- A constant output
    TickTime=0.08 <- A constant output
    ~Pulser&Pulser -> <- This detects a change in the value named "Pulser" which is wired to the pulser

    ~Pulser&Pulser ->
    Timer += 1; <- These are the working parts of the in-expression timer
    whenever the pulser changes it will increase the value "Timer" by one each time
    and with a ticktime of 0.08secs, its a pretty damn fast timer..

    Timer == 1 -> X = 7, Y = 3, Char = 71; This is a bit loathesome but it&#39;s basically programming each X Y co-ordinate and
    Timer == 2 -> X = 8, Y = 3, Char = 97; the ASCII Char into that co-ordinate when the timer is at a specific value.

    I Hope you found this useful.
    For lazy people -The message reads "Garry Is A Tard" -

    Tip for making own ones -use the wired keyboard and a screen- This shows ASCII Chrs that work in gmod/wire, and the values for them!



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  3. #203
    Wire Noob kristian02's Avatar
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    Cool

    That&#39;s what I asked, but it&#39;s taking so long I just went and figured it out on my own. Here&#39;s the basic walkthrough:
    • First make sure the Console&#39;s Clk is zero when you don&#39;t want to change anything (this is particularily important because for example if you change CharX, the character at that position will get updated immediately, I think so anyway)
    • Change CharX and CharY to the character you wish to modify. The screen is 30 x 18 and the upper left is (1, 1)
    • Change Char to the value of the ASCII character you want to put on the screen. The character set is lacking, but it has all the basic stuff like letters, numbers and !"#%&/()=? etc. symbols. See here for the ASCII table. Some of these symbols do not work in the Console, but most do
    • CharParam is the color of the character. They are encoded as a 6-digit integer, such that the left 3 digits are the RGB for the background and the right 3 digits for the character itself. The values range from 0 to 9. So for example if I wanted white text on black background, I would input 999 (000999). If I wanted... yellow text on dark red background, I could input 990300. There is also a 7th digit, that you add to the left I think, which when set to 1 (for example 1000999 for white on black blinking text) will make the character blink, i.e. the background and foreground colors swith place (rapidly?)
    • Now make Clk 1, and the Console gets updated. You will need to change Clk back to 0 before changing any of the other inputs or it might produce unwanted artifacts. There seems to be a slight problem with this, as it seems there has to be some pause between toggling the Clk... I&#39;m not sure.
    • Almost forgot... Reset clears the screen when 1. Should be quite obvious.
    [/b]
    Ty for explainig it to me.

  4. #204
    Wirererer EntropyGuardian's Avatar
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    That&#39;s what I asked, but it&#39;s taking so long I just went and figured it out on my own. Here&#39;s the basic walkthrough:
    • First make sure the Console&#39;s Clk is zero when you don&#39;t want to change anything (this is particularily important because for example if you change CharX, the character at that position will get updated immediately, I think so anyway)
    • Change CharX and CharY to the character you wish to modify. The screen is 30 x 18 and the upper left is (1, 1)
    • Change Char to the value of the ASCII character you want to put on the screen. The character set is lacking, but it has all the basic stuff like letters, numbers and !"#%&/()=? etc. symbols. See here for the ASCII table. Some of these symbols do not work in the Console, but most do
    • CharParam is the color of the character. They are encoded as a 6-digit integer, such that the left 3 digits are the RGB for the background and the right 3 digits for the character itself. The values range from 0 to 9. So for example if I wanted white text on black background, I would input 999 (000999). If I wanted... yellow text on dark red background, I could input 990300. There is also a 7th digit, that you add to the left I think, which when set to 1 (for example 1000999 for white on black blinking text) will make the character blink, i.e. the background and foreground colors swith place (rapidly?)
    • Now make Clk 1, and the Console gets updated. You will need to change Clk back to 0 before changing any of the other inputs or it might produce unwanted artifacts. There seems to be a slight problem with this, as it seems there has to be some pause between toggling the Clk... I&#39;m not sure.
    • Almost forgot... Reset clears the screen when 1. Should be quite obvious.
    [/b]
    See, why can&#39;t this sort of docmumentation come with Wiremod? Or be posted on the Wiki?

  5. #205
    Wire Amateur Fyxe's Avatar
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    Hey Orb, You should make a tutorial on how to use the expression chip because I have no idea how to use it.
    <div align="center">-ƒŷҳø™-</div>

  6. #206
    Wire Sofaking -orb-'s Avatar
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    You&#39;re kidding right? Tutorial 14
    Check out my wire mod tutorials at THIS LINK

  7. #207
    Wire Noob Luke_M's Avatar
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    Orb, you should do a tutorial on car lights, brakes, and blinkers. Reply number 7 is what I want you to do it on. The expression chip is a bit big though. It works for me and i really like it.

    [ame="http://www.wiremod.com/showthread.php?t=988"]http://www.wiremod.com/showthread.php?t=988[/ame]
    http://www.wiremod.com/index.php?act=attac...post&id=488 - expression
    http://img482.imageshack.us/my.php?i...rlightsqu3.jpg - wire technique
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    98% of teens smoke, or have smoked before in their life. If you are part of the 2% that hasn&#39;t/doesn&#39;t, copy this into your signature.

  8. #208
    Wirererer Silverblade's Avatar
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    I found a small and somewhat annoying bug with the expression chip in general... when you make a contraption that uses a expression gate and Advance Duplicate it so you can use it online, then the expression doesn&#39;t work and I have to respawn them XD Dunno if I&#39;m the only one experiencing this..

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  9. #209
    Wire Sofaking -orb-'s Avatar
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    Hmm, i don&#39;t remember ever having trouble with the advanced dupe not working with expressiong gates.

    And that&#39;s a good idea for a tutorial Luke_M.

    Tutorial 20 up on making a remote controlled car with a suspension system!
    Check out my wire mod tutorials at THIS LINK

  10. #210
    Wirererer EntropyGuardian's Avatar
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    Hmm, i don&#39;t remember ever having trouble with the advanced dupe not working with expressiong gates.

    And that&#39;s a good idea for a tutorial Luke_M.

    Tutorial 20 up on making a remote controlled car with a suspension system![/b]
    Wow, that was probably the easiest way to have suspension like that. We tried all sorts of things with ABS, elastics, and horizontal wheels attached to ropes with varying degrees of success.

    Pretty brilliant.

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