spawned() ?
Then again I'm fine with using first() | duped() lol
It could hurt, hiding actual functionality (for no good reason) isn't a good thing. first() and duped() are intentionally separated because the state of the E2 differs heavily between them.
That doesn't mean there shouldn't be a new function, but unless an appropriate name can be given to it, I will personally not even consider it. "first() | duped()" is only really suitable for setting up things that don't persist during dupes.
If a proper name can be given, there is benefit in making code cleaner, and perhaps encouraging proper handling of first/duping/setup-phases (rather than ALWAYS using "first() | duped()" like everyone does right now without thought as to potential side-effects).
spawned() ?
Then again I'm fine with using first() | duped() lol
Last edited by TomyLobo; 01-17-2010 at 02:40 PM.
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
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Last edited by TomyLobo; 01-17-2010 at 02:40 PM.
you really should read more closely, Syranide. I wrote that![]()
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
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Really, E2 should just be an in-game interface to the lua scripting engine.
It must be possible to do everything from within E2 that is possible to do by writing lua code.
If I want to do something, I should always be able to write E2 code to accomplish it.
Teleporting props? Prop core? NO! I should be able to go in E2 and SET the pos() on that Entity!
applyForce players? AdminMod? NO! I should be able to CHANGE the vel() on the Player.
Spawn a thruster? ApplyOffsetForce? NO! I should be able to make a virtual thruster and have the source engine do my calculations for me, not having to waste hundreds of ops doing calculations to emulate the thruster using applyOffsetForce.
Control things with the mouse? Eyepod? NO! E2 should interface with DirectInput and get mouse data directly.
Have images on screens? GPU? EGP? They're nice intermediary shortcuts, but NO! E2 should interface with DirectX or OpenGL!
Spawn a prop? Hold Q and click? NO! I'm too lazy. I'd rather write code in E2 to do that for me automatically.
I should be able to write entire gamemodes within E2 without ever having to leave the game, then spawn that E2 and have my gamemode run concurrently on one server with other gamemodes from other E2s written by other people.
tl;dr;cr:lf
// end rant
In all seriousness though, I really think that E2 should have some sort of virtual tool functionality. Right now there's some sort of stool turret on gmod.org. But that's old, outdated, and doesn't support some of the tools I like to use.
E2 should be able to simulate most any tool, so I could write code to build contraptions. It could work like this: you input a vector that is uses as a shootPos() of the virtual player who virtually fires that tool. Another vector is used as the eye() of that player. Then you indicate if it's a left-click, right-click, or reload.
Everything else, like what kind of tool it is, tool parameters and settings, and such, would be determined the same way that I can configure a virtual ranger before I do the trace.
It should respect all limits and prop-protection, so at worst a malicious E2 is no worse than a normal mingebag.
Perhaps there should even be a macro recording functionality that records a player building a contraption and is able to reproduce all the steps to recreate that contraption.
That would be awesome.
lua_run print("oh look I can do everything you just said")
Edit: Also: http://www.wiremod.com/forum/wiremod...w-version.html
SVN Tutorial
My SVN:Get dropbox and get 250 MB extra space: DropboxCode:http://divranspack.googlecode.com/svn/trunk/%20divranspack/
That would be disastrous. Certain things are restricted to prevent minges from fucking with other people.
e2 is not a construction tool.
also, with prop core, you CAN emulate almost any construction tool
if you add constraint core, you also have the constraint tools
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
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