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Thread: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

  1. #21
    Wire Noob Mr. Accident's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    Ah, interesting. Still, that seems to have a very different purpose from the Advanced Prop Spawner. The main idea of the spawner is exactly what it says on the tin: a souped-up prop spawner. Its main purpose is to be a part of larger contraptions which, as part of their functionality, might need to spawn things more complex than a single physics prop. I'm thinking of things like missile launchers spawning their own missiles with thrusters already attached, or a factory contraption that can spawn wheels, thrusters, or other entities as part of its assembly line.

    Simply duplicating fully-assembled contraptions is very certainly something that can be done nearly as easily with the advanced dupe paster or teleporter, but that's not at all what this addon is intended to facilitate.

    It's specifically for the situations where something like a prop spawner is desired, but where the functionality of the basic prop spawner is inadequate. After all, if the advanced dupe paster or teleporter were so useful for this sort of thing, why would we even have prop spawners? Just dupe the prop you want and make a paster, right?

  2. #22
    Wirererer Jeremydeath's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    I think that prop spawners actually predate the Dupe paster/teleporter, but your point is still a valid and important one.

    I fully support this, in fact, I was trying to do something very similar. Mine would just spawn 1 entity with no constraints, but it would work for other things other that just props. I never really got around to finishing it.

    If this was not added in full, I think at the least the regular prop spawner should be modified to spawn other entities, not just props. This would at least quadrupedal the usefulness of it, and make some very cool contraptions possible.
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  3. #23
    Wire Sofaking nescalona's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    Prop spawner is native Gmod, I think. Wouldn't want to modify that.

  4. #24
    Wirererer Jeremydeath's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    Just the wired prop spawners, not the unwired ones.
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  5. #25
    Wiremod Helper Lyinginbedmon's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    I would definitely love for this to be incorporated or merged or whatever with the Wire Prop Spawner

  6. #26
    Wiremod Helper Lyinginbedmon's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    Is the Spawn input edge triggered like the existing prop spawner?

    I've tried a few different methods of triggering it (Spawn = 1, Spawn = 0 and Spawn = !Spawn mostly) but they all seem to result in either nothing being spawned or an endless stream of spawns.

  7. #27
    Wire Noob Mr. Accident's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    It should be edge triggered, just like the original. I started with the code from the regular wired prop spawner, and I didn't change any of the input triggering stuff.

    It works fine for me when I just hook up a wire button to it. How are you wiring it up?

  8. #28
    Wirererer xixo12e's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    Dude. You are the man.

    Finally, I can spawn my flares for my F-16 and dupe the spawner!

  9. #29
    Banned Nicolai1's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    Could this be added to the UWSVN or the normal SVN :3?
    Just remove the numpad-thing...

  10. #30
    Bug Buster TomyLobo's Avatar
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    Default Re: Advanced Prop Spawner (Wired) - Spawn Entities and Contraptions!

    since there already is another numpad-using component in uwsvn (keypad) i dont see why this shouldnt be added as is, as long as it is maintained

    this raises 2 questions:
    Anticept, would you be willing to give Mr. Accident commit rights?
    Mr. Accident, would you continue to maintain your component once it's in uwsvn?

    I have a nice little batch file for making a standalone version from an uwsvn component, btw, should this be the problem
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