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Thread: Entity Gates, Vector Gates, and other stuff

  1. #1
    Lifetime Supporter DuFace's Avatar
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    Default Entity Gates, Vector Gates, and other stuff

    I've been working on a selection of gates over the past week and I'm finally ready to release a beta. The only thing that causes this to be a beta is that I haven't been able to test these scripts in multiplayer, so if anyone can and then provide me with feedback that would be ace.

    Here's what's in the download:

    Vector Gates
    • Description can be seen here.
    • Added the Expression Conversion gates back in after a conversation with Syranide.

    Entity Gates

    There are loads of gates in this category, most of which are self-explanatory.
    • You
    • Owner
    • Identity
    • Name
    • Position
    • Colour
    • EntId
    • Class
    • Parent
    • Velocity
    • Forward/Right/Up vectors
    • Max Health/Health
    • Model
    • Skin/Skin Count
    • IsPlayer
    • IsConstrained
    • IsInWorld
    • IsNPC
    • IsOnFire
    • IsOnGround
    • IsPlayerHolding
    • IsVehicle
    • IsWeapon
    • Can See
    • Multiplexer/Demultiplexer
    • Latch/D-latch
    • Equal/Inequal

    Player Gates

    Still technically entity gates, but will only produce valid output if the input entity is of class player.
    • Alive
    • Armour
    • Crouching
    • Death/Kill Count
    • Aim Vector
    • InVehicle
    • SteamID
    • Team ID/Name
    • Seconds Connected
    • IsLockedOnto

    Expression Gate Interfaces
    • Conversion between E-Gate vector and Vector data type
    • Conversion between E-Gate vector and components
    • Conversion between E-Gate packets and String data type

    String Buffer

    From the hi-speed perspective this acts exactly the same as a RAM. However it also exhibits behaviour similar to the Address Bus because it outputs chunks of its memory as String data. As of now only four inputs/outputs are supported. I may add more later if people care.

    Also, inputs and outputs access the same address space. This does not act like the data port where Port0 out and Port0 in are different. On this device String1 in and String1 out are the same.


    Modified Ranger

    Added an [optional] Entity output. Also added several inputs:
    • IgnoreLevels - number of props the beam is allowed to pass through before returning a valid trace.
    • ClassFilter (String) - a semi-colon separated list of entity classes that will be ignored when trying to trace.
    • EntityExclude (Entity) - a particular entity to ignore during the trace operation.

    Modified Target Finder

    Records which players are currently targets. This only works for entities of class player, anything else will return zero constantly. To find out if you're the target of a target finder, spawn a You gate and an IsLockedOnto gate.


    Bonus Console Command!

    Have you ever wanted to convert a String into a list of ASCII codes? Well now you can! Type stringtochars into the console followed by the string you want to convert and it'll output an array of ASCII codes for you.


    Screen Shots

    I'll admit these aren't great, but at least they show something happening.



    Also, just in case you didn't guess, the Entity String Decoder used above is _Kilburns. I just used it to give me some string input.


    Known Bugs
    • Parent/Owner don't seem to do anything, but I've included them anyway in case anyone works out what I've done.
    • To place a You gate, you need to click on it again after it's spawned to allow it to read the player parameter.
    • Ranger (BETA) beam doesn't draw correctly.

    Attachments
    • stringbuftest.txt - CPU program that demonstrates how to use the String Buffer.
    • stringtest.txt - Expression that receives input from a string/packet conversion gate and writes it to a console screen. Also outputs a packet that can be used with a packet/string conversion gate.

    That's everything I have for the time being. The Modified Target Finder and Ranger will show up under the Wire - Beta section so they don't override the existing wire tools.

    Please feel free to comment on anything here, anything you'd like added and any bugs you find.

    Have fun!
    Attached Thumbnails Attached Thumbnails Entity Gates, Vector Gates, and other stuff-wireext1.jpg   Entity Gates, Vector Gates, and other stuff-wireext2.jpg   Entity Gates, Vector Gates, and other stuff-wireext3.jpg  
    Attached Files Attached Files
    Last edited by DuFace; 07-29-2008 at 04:57 AM. Reason: Correcting crappy formatting
    Fields of Green

  2. #2
    andy1976uk
    Guest andy1976uk's Avatar

    Default Re: Entity Gates, Vector Gates, and other stuff

    Eeeeeeexcellent Smithers *downloading*

  3. #3
    Lifetime Supporter DuFace's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    Bloody hell that was fast.
    Fields of Green

  4. #4
    Wire Sofaking Wodden's Avatar
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    Thumbs up Re: Entity Gates, Vector Gates, and other stuff

    Quote Originally Posted by andy1976uk View Post
    Eeeeeeexcellent Smithers
    Indeed :v:

    Btw Nice work! This is really usefull. *downloads*
    “Saying Java is good because it works on all operating systems is like saying anal sex is good because it works on all genders.”

  5. #5
    andy1976uk
    Guest andy1976uk's Avatar

    Default Re: Entity Gates, Vector Gates, and other stuff

    You forgot a poll option: "Yes, give DuFace knighthood". I'd have clicked that

  6. #6
    andy1976uk
    Guest andy1976uk's Avatar

    Default Re: Entity Gates, Vector Gates, and other stuff

    Slight bug: Something I just noticed is that the Ranger's beam keeps going even after it's reached a prop it should stop at. Had it see through 10 PHX plates, and report the colour of the 11th thing lol, but the beam was still drawing after that.

  7. #7
    Lifetime Supporter DuFace's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    Yeah I knew about this actually but forgot to put it in the known bugs section. The only reason it does that is because I haven't modified the client side of the ranger in any way at all. I wanted to get it out into the field and see what response it got before tarting it up a bit.

    Anyway the solution is in my head, so it just needs to be put into code.
    Fields of Green

  8. #8
    Wire Sofaking ShaRose's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    Downloading now, then I'll mix it in with the main wire gates code. Then commit.

    EDIT: Just to say to everyone else, I asked him over PM's while everyone's commit was messed up.

    EDIT: Well, the vector gates anyways, I'm gonna wait till I have _Kilburn's permission to commit the string gates to commit the stuff that needs string gates :P
    Last edited by ShaRose; 07-18-2008 at 09:46 PM.

  9. #9
    Wire Amateur willthemage's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    I know this sounds dumb where are the files I need to download.

  10. #10
    Lifetime Supporter DuFace's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    Quote Originally Posted by ShaRose View Post
    Downloading now, then I'll mix it in with the main wire gates code. Then commit.

    EDIT: Just to say to everyone else, I asked him over PM's while everyone's commit was messed up.

    EDIT: Well, the vector gates anyways, I'm gonna wait till I have _Kilburn's permission to commit the string gates to commit the stuff that needs string gates :P
    Awesome, cheers!


    Quote Originally Posted by willthemage View Post
    I know this sounds dumb where are the files I need to download.
    The wire_ext_duface.rar file in the attachments section at the bottom of my original post.
    Fields of Green

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