This appears to be broken in the Wire Extras svn
I figured out by reading this entire topic that you have to hook up life support but how do you aim them and is the best wattage and frequency??
This appears to be broken in the Wire Extras svn
looks like an addon conflict
and a bloody likely one at that
someone thought it's a good idea to make a global var named "RD"
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
Lífið læðist lúmskt áfram
fixed it, I think
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
Lífið læðist lúmskt áfram
Hopefully it hasn't broken. I'm still here but I don't have a lot of time to maintain it.
If there are tiny problems that occur I can probably fix them as and when providing I remember my svn commit password heh heh :S .
If you want a tower section i recommend downloading the "rails" addon from garrysmod.org
they are originally for making the ball roller coaster things but the straight sections make great tower sections
ANyways
a tutorial for this would be nice, i cant get it to work...
What gate do we wire to and so on?
Easy if it can be done..
make the systems secure like wifi does with WEP. lets the creator assign the WEP keys
also what would be cool is trunking radio
have 8 channels but one is a control channel then 7 talk channels, the system would use a channel at random when a device it activated. Each channel would have 32 talkgroups (sub channels)
also new antenna model
transit antennas - low profile antennas for vehicles (looks like small domes or fins ontop of vehicles. db = unity gain or 6db depending on band, usually rated at 75w) - low profile antenna - Google Search
Pigtail antenna - mainly used in 800MHz but looks like the vehicle cellular antenna
also how about some mounting brackets like so: http://www.copyrighttalk.com/wp-cont...io-antenna.jpg
to make mounting the drums easier...
aiming - use a laser set to "0" damage, weld it to the top of a drum and use it to position
in GM_New worlds map i found 25 watts @ 400MHz works great to link earth with most planets using a solar powered LS
directions:
1. spawn a transmitt large drum
2. Spawn from your props PHX the ling beam OR from "rails" the 512 closed. either works as a tower mast.
3. in wire select the constant value. set to 2 values where v1 = 400, v2 = 25
4. spawn the constant value chip to the rear of the large drum
5. wire the TXpower to the chip @ 25, wire the bas freq. @ 400
6. in wire spawn a button somplace and wire it to the on position on the drum.
7. Set up your spawned tower piece and place the laser on the drum as mentioned above and use the physics tool to position.
8. go back into the radio systems menu and span a receiver drum, and constant value chip and connect base freq to the chip @400
9. move the RX drum to where u want where the laser is hitting its face and freeze it
10. spawn another tower section of sorts and mount your drum
11. back to the TX system - Connect a power source to the drum and hit the button u placed to turn the transmit on
12. wire channel 1 to a power cell "output energy" on the TX drum.
13. the debugging tool will allow you to see if the system is linked properly
this should help u get the idea of the basics to position a dish or yagi
NOTE: best to use no collide on this too.
Last edited by Bull; 04-24-2010 at 07:26 AM.
I know this is major necromancy, but is there a post saying All the stats for the various anntennae?
No there is not a post with stats. If you want to manually find them they are located in the init.lua file for each entities/ra_<antennae name> folder
I am surprised nobody figured out why Channel 1 was borked
Should beCode:function ENT:TriggerInput(iname, value) ... elseif iname == "Channel1" then self.txchannels[self.Inputs.BaseMHz.Value] = value ... end
Also the addon does not ignore RD3 if its disabled. This can be fixed by takingCode:function ENT:TriggerInput(iname, value) ... elseif iname == "Channel1" then self.txchannels[self.Inputs.BaseMHz.Value + 2.5] = value ... end
And replacing it withCode:function ENT:CanTX() if not self.is_tx or not self.active or not (self.txwatts > 0) then return false end if not ResourceDistribution then return true end return (ResourceDistribution.GetResourceAmount(self, "energy") >= (self.txwatts * 8 * ThinkInterval)) end
Finally, the on/off input on transmitters can be fixed by takingCode:function ENT:CanTX() local status = true if CAF and CAF.GetAddonStatus then status = tobool(CAF.GetAddonStatus("Resource Distribution")) end if not self.is_tx or not self.active or not (self.txwatts > 0) then return false end if not ResourceDistribution or not status then return true end return (ResourceDistribution.GetResourceAmount(self, "energy") >= (self.txwatts * 8 * ThinkInterval)) end
and replacing it withCode:function ENT:TriggerInput(iname, value) ... if iname == "On" then self.active = value ... end
All these changes are for base_rs_entity/init.luaCode:function ENT:TriggerInput(iname, value) ... if iname == "On" then self.active = tobool(value) ... end
Tutorial for Wired Radio Systems
1. Spawn an antennae with "Transmitter" checked
NOTE: The 2 cell towers are just props, not antennae
2. Spawn a receiving antennae (uncheck "Transmitter")
3. Wire BaseMHZ on both to a floating point number greater than 1 (Sets the operating frequency)
4. Wire TXWatts to a floating point number greater than 1 (Sets transmission power, higher number is longer range but uses more power if RD is in use. 200 or higher will damage nearby players)
5. Wire On to a switch or a constant value of 1 (Enables/Disables the transmitter)
6. Wire each channel to a value that you want to send
7. Link the transmitter to some RD Energy if RD is installed
Each antennae has polarity(cross, horizontal, or vertical) and a certain radius, expressed as a cone in degrees from the front, that it can send/receive in. It also has gain which increases the range of outgoing and incoming transmissions. Experiment with this how you want. If you want to just play around with an antennae that works in all directions spawn a small or large omni. This is for the transmitter. If the polarity of 2 antennae does not match(no matter what type of polarity it is) then you lose some gain
Antennae are not transceivers in the mod. They can only send of receive depending on whether "Transmitter" was checked
The dBm must be greater than sv_rs_rxsensitivitythreshold (default -90) to receive a transmission. If the dBm is less than sv_rs_rxsensitivitythreshold then you get the random numbers. Note that the dBm has a small amount of randomness in it (to the order of +- 1dBm). Remember that dBm only expresses negative numbers in the mod
If multiple transmitters transmit on the same frequency the one with the highest dBm wins. dBm is calculated seperately for each channel
NOTE: Channels are the BaseMHz + 2.5 + (5 * (Channel# - 1)). So if you have a second transmitter transmitting at BaseMHz + 35 on the second transmitters channel 1 then you can have it only override channel 8 on the first transmitter if you have higher dBm
Frequency does not affect range in this mod
Last edited by gmt2001; 05-24-2010 at 10:06 AM.
Committed fixes.
"You can only tie the record for flying low."
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