OK, you win, it's a shit set of functions, I just wish I knew something that E2 actually needs that I could get my teeth into..
SVN Tutorial
My SVN:Get dropbox and get 250 MB extra space: DropboxCode:http://divranspack.googlecode.com/svn/trunk/%20divranspack/
It's not bad in isolation, but you have to consider wiremod as a whole when thinking about adding things to the svn. Personally, the way I got into wiremod was just bumping up against its limitations while building, so I'd suggest and add things I thought would be practical solutions to real problems. To be honest, I don't think there's very much you can't build with wiremod these days since most of the hard work has already been done. That's not a bad thing by any means, it means you have that much more freedom to build. Personally I see adding features as a necessary step towards making better contraptions; wiremod development being a process rather than a goal by itself.
Very true, I just wish I contributed more to the mod itself, as it has done so much for me, clearly this was a miss for wiremod as a whole but I will see if I can find something useful to do.
Exclusive holograms.
Ready? Set. Go!
I'll do it! perhaps I will stick in my holoAnimate as well, though that's more a holoModelAny type function, but I will do exclusive holograms now!
Ok, i know this is a year old thread but may we add two of those E2 functions? I mean those that get the attacker and damage of an entity. Yeah, i know the damage detector but for coders like me its more comfortable to use functions.
Let's me see what i mean:
[ cl_dmginfo.lua ]
[ dmginfo.lua ]Code:E2Helper.Descriptions["getAttacker"] = "Get the attacker of the entity." E2Helper.Descriptions["getDamage"] = "Get the damage of the entity."
Simple, it is? I have tested it and it works perfectly!Code:/* name: DamageInfo author: GilgaCat */ E2Lib.RegisterExtension("dmginfo", true) DmgInfoTbl = {} function GetDmgInfo(ent, inflictor, attacker, amount, dmginfo) local index = ent:EntIndex() if(not index) then return nil end local dmginfotbl = {} dmginfotbl.entity = ent dmginfotbl.attacker = attacker dmginfotbl.inflictor = inflictor dmginfotbl.damage = amount dmginfotbl.dmginfo = dmginfo DmgInfoTbl[index] = dmginfotbl timer.Simple( 0.01, ResetDmgInfo, index) end hook.Add( "EntityTakeDamage", "GetDmgInfo", GetDmgInfo) function ResetDmgInfo(index) if(not index or not DmgInfoTbl[index]) then return nil end DmgInfoTbl[index] = {} end e2function entity entity:getAttacker() if (not validEntity(this)) then return nil end local index = this:EntIndex() local table = DmgInfoTbl[index] if(not table) then return nil end return table.attacker end e2function number entity:getDamage() if (not validEntity(this)) then return 0 end local index = this:EntIndex() local table = DmgInfoTbl[index] if(not table or not table.damage) then return 0 end return table.damage end
I wish to see that in Wire Svn or UWSVN.
What are your opions?
PS: If you wanna add/remove some code then post it.
yes should be in wiremod its very useful to have the e2 without linking it to a damage detector
it would be great to have everything from wiremod in e2
if i give e2s away i dont want to explain everyone that he have to link this to this and then the first thing to a third and so on
just spawn the chip and let it work
as divran said
and to not have long tutorials for e2 like this:
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