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Thread: [E2] Merge first() with duped()

  1. #21
    Wire Sofaking feha's Avatar
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    Default Re: [E2] Merge first() with duped()

    And doesnt thrusters work by applyng force to a object that is offset to the prop you want to apply force to? aka applyoffsetforce, except no offset as its already offseted.

  2. #22
    Expressionism 2.0 Syranide's Avatar
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    Default Re: [E2] Merge first() with duped()

    Quote Originally Posted by Zcool31 View Post
    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.

    ...

    That would be awesome.
    Wrong thread, anyway, I wouldn't mind someone writing an extension like that for E2, it would be a great thing... however, that is not something that can be made available to EVERYONE on EVERY server. It would have to be private servers or strictly moderated public servers with serious players or admins to actually moderate what is allowed, etc, etc.

    Then you have the fact that just exposing half of what you said in a proper way would take large amounts of time. And support for functions in E2 would basically be a requirement to make some of that feasible.

    Anyone is allowed to write extension to E2, including something like this, but it will NEVER be allowed into the official SVN for obvious reasons.

  3. #23
    Bug Buster TomyLobo's Avatar
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    Default Re: [E2] Merge first() with duped()

    feha: I think it's even just ApplyForceCenter
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

  4. #24
    Wirererer Zcool31's Avatar
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    Default Re: [E2] Merge first() with duped()

    Well I can use applyOffset force myself, but then I'd have to waste ops calculating the right offset and such. Instead, I'd just like to defer that math to the source engine itself and save myself the ops and headaches.

    To the other admin/mod guys: I know prop-core exists, I know constraint-core exists. I know anyone can write extensions and that's really pretty awesome!

    But what I think: extensions should be nothing more than shortcuts to what is already possible (though not simple to do) with normal E2 code.

    Essentially I want unlimited capabilities on any server that has a moderately up-to-date SVN of just wiremod.

    Prop-core is really powerful but also very easy to use. Very few servers use it.

    I'd like something which makes similar functionality possible with vanilla E2.

    At the moment, It's pretty easy to be apply-force-ing props around. But this is limited by the maximum speed limit of the source engine, and walls.

    Instead I'd like vanilla E2 to be teleporting props around at will. Or at the very least I want to be able to treat regular props as both phys_prop and hologram.

    Essentially anything that's possible within garry's mod with anything that exists, should be possible with E2.

    If E2 can't do it, it can't be done.

    //rant


    Virtual stool turret please?
    Last edited by Zcool31; 01-19-2010 at 11:14 AM. Reason: Syranide: is that "Expressiongasm 2.0" ?

  5. #25
    Bug Buster TomyLobo's Avatar
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    Default Re: [E2] Merge first() with duped()

    luckily, you're not a wiremod developer.
    use prop core.
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

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