View Poll Results: Add to svn

Voters
120. You may not vote on this poll
  • Radio

    45 37.50%
  • Ranger

    37 30.83%
  • plug/socket

    38 31.67%
+ Reply to Thread
Page 2 of 6 FirstFirst 1234 ... LastLast
Results 11 to 20 of 51

Thread: WireMod Mods/Addons

  1. #11
    Wirererer high6's Avatar
    Join Date
    Apr 2007
    Posts
    244

    Default

    Can you make an initiator which nocollides the object its pointing at with everything when its on?[/b]

    Updated it, now has that feature. no collide with everything when input > 0 and when less than 0 it restores it.

  2. #12
    Wirererer high6's Avatar
    Join Date
    Apr 2007
    Posts
    244

    Default

    Added limit of 10k radius to explosives.

  3. #13
    Wirererer high6's Avatar
    Join Date
    Apr 2007
    Posts
    244

    Default

    Was thinking about adding the ability to change the think rate of the chips. Need some feedback before I do. I was thinking .1-5 would be good(default is .4).

    Any feedback before I do this?

  4. #14
    Wirererer high6's Avatar
    Join Date
    Apr 2007
    Posts
    244

    Default

    Was thinking about adding the ability to change the think rate of the chips. Need some feedback before I do. I was thinking .1-5 would be good(default is .4).

    Any feedback before I do this?[/b]
    Still need feedback.

    Originally posted by Changelog
    Radio v3:
    [Fixed] Radios breaking after removing one and spawning more.

  5. #15
    Wirererer high6's Avatar
    Join Date
    Apr 2007
    Posts
    244

    Default

    Radio v4
    [Fixed] Display when spawning a radio
    [Fixed] Outputting values.[/b]

  6. #16
    Wire Amateur Ctri's Avatar
    Join Date
    Oct 2007
    Location
    Edinburgh
    Posts
    61

    Default

    ooh, updated radio's!
    i rejoice!
    If one wants to truly pwn. One must pwn in all games.

  7. #17
    Wirererer high6's Avatar
    Join Date
    Apr 2007
    Posts
    244

    Default

    Added an update for plug/socket. Now it displays the inputs and outputs. It kinda feels cluttered right now with all of them so I might make it so only non zero inputs/outputs are displayed. Any thoughts on that?

  8. #18
    Wirererer high6's Avatar
    Join Date
    Apr 2007
    Posts
    244

    Default

    Ranger Update

    [Added] SteamID(number),UniqueID,EntID outputs.

    The steamid is made by taking your steamid(STEAM_0:0:6014998) and breaking it down to 0:6014998 then removing the semicolon 06014998 which becomes 6014998.

  9. #19
    Wirererer high6's Avatar
    Join Date
    Apr 2007
    Posts
    244

    Default

    Update:

    Fixed the plugs/sockets!

  10. #20
    Wire Noob Dan3721's Avatar
    Join Date
    Nov 2007
    Location
    Davenport, Iowa
    Posts
    18

    Default

    is it in the svn update? cuz then ill just get that added.
    =+=+=+= Royal Electronic Dancer =+=+=+=
    (powered by wiremod and many energizer batteries)

    Your IQ is 138

+ Reply to Thread
Page 2 of 6 FirstFirst 1234 ... LastLast

Similar Threads

  1. Addons for Wire Mod, mods for Wire Addon
    By _Kilburn in forum Wiremod Addons & Coding
    Replies: 63
    Last Post: 01-02-2011, 10:27 AM
  2. How to auto-update Wiremod (and all other SVN-based addons!)
    By CFSworks in forum Wiremod General Chat
    Replies: 31
    Last Post: 04-05-2010, 10:00 PM
  3. Replies: 3
    Last Post: 07-16-2007, 02:59 AM
  4. Must Have Mods
    By Starius in forum Wiremod General Chat
    Replies: 17
    Last Post: 04-28-2007, 12:56 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
proceed-collector
proceed-collector
proceed-collector
proceed-collector
linguistic-parrots
linguistic-parrots
linguistic-parrots
linguistic-parrots