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Thread: Entity Gates, Vector Gates, and other stuff

  1. #11
    Inactive willthemage is an unknown quantity at this point willthemage's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    thz for the help
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  2. #12
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    Default Re: Entity Gates, Vector Gates, and other stuff

    DuFace, check PM.

    Off topic:
    Quote Originally Posted by duface
    fields of green
    C&C:TW?
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  3. #13
    Lurker hankscorpio is on a distinguished road hankscorpio's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    I notice there's a Health gate there - is it possible to set Health as well as read it? Also, would it be difficult to add a Weight gate?

    EDIT: Doh! Forgot to mention something- would it be possible to extend the Constraint gate, so that it tells you specifics about each constraint? So for example, it could tell you if 2 props are welded together or what no-collide relationships a particular prop has. I think this could be very valuable for automated building / factoryies etc.
    Last edited by hankscorpio; 07-28-2008 at 08:53 AM.
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  4. #14
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    Default Re: Entity Gates, Vector Gates, and other stuff

    Quote Originally Posted by Anticept View Post
    DuFace, check PM.
    Checked and replied.

    Quote Originally Posted by Anticept View Post
    C&C:TW?
    Bingo. It was either that or "That beautiful glow." Not sure why but I think the way the driver says that it kinda cool.


    Quote Originally Posted by hankscorpio View Post
    I notice there's a Health gate there - is it possible to set Health as well as read it? Also, would it be difficult to add a Weight gate?
    It'd be easy to add a set health gate but I never will because it'd be used as a tool for mingebaggery. As for the Weight gate: good idea! Not sure why I didn't make that in the first place actually.

    Quote Originally Posted by hankscorpio View Post
    EDIT: Doh! Forgot to mention something- would it be possible to extend the Constraint gate, so that it tells you specifics about each constraint? So for example, it could tell you if 2 props are welded together or what no-collide relationships a particular prop has. I think this could be very valuable for automated building / factoryies etc.
    Interesting idea. Currently the Is Constrained gate has a very lazy implementation and I only really added it because it was so easy. Your idea does sound pretty interesting. The first thing that comes to mind is a gate that accepts two Entity inputs and outputs a String of which constraints are in effect between the two props like "NOCOLLIDE;WELD;" or something. But I have another idea that I'll look into and see if it's possible. Is this what you were thinking of or have I missed your point?
    Fields of Green
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  5. #15
    Lurker hankscorpio is on a distinguished road hankscorpio's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    Interesting idea. Currently the Is Constrained gate has a very lazy implementation and I only really added it because it was so easy. Your idea does sound pretty interesting. The first thing that comes to mind is a gate that accepts two Entity inputs and outputs a String of which constraints are in effect between the two props like "NOCOLLIDE;WELD;" or something. But I have another idea that I'll look into and see if it's possible. Is this what you were thinking of or have I missed your point?

    Yup, kinda like that. I was thinking the output would come in a form that could be used within Wire in an automated way, as opposed to being a string to be read by people.
    So, for example, you could have somekind of bot flying around trying to determine what needs welding (or painting or whatever) entirely without human intervention
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  6. #16
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    Default Re: Entity Gates, Vector Gates, and other stuff

    I didn't suggest a String to be human-readable. I was thinking more along the lines of feeding it into _Kilburns gates to chop something like "NOCOLLIDE;WELD;" up into two strings which can then be analysed with comparison gates.

    In fact you could chuck it in a String Buffer and use the CPU to analyse the the output. Factories are normally controlled by a CPU or series of Expressions anyway.
    Fields of Green
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  7. #17
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    Default Re: Entity Gates, Vector Gates, and other stuff

    Offtopic Too:

    I like the Nod MCV: "Find a place worthy of Kane." By itself, it's not that great, but when it's said by a fucking SPIDER robot, and has an uber echo... that's just epic.
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  8. #18
    Inactive willthemage is an unknown quantity at this point willthemage's Avatar
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    Post Re: Entity Gates, Vector Gates, and other stuff

    well where the main gate codes {exmaple steam/user name/garysmod/garrysmod) I put the codes in different places and there don't plz help.
    92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature.
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  9. #19
    Lurker CasanovaFrankenstein is on a distinguished road CasanovaFrankenstein's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    I'm trying to figure out the Aim Vector. I'm pretty sure that it is outputting a local vector based on the player.
    I think that what I really want to have is a look vector that will show the global vector of what I am looking at. For instance, if I am looking across the map, it would show the coordinates for a spot on the wall.

    For what I am working on I can't use the laser pointer, or a pod controller--it really has to be just the player.

    I am really a beginner with vectors so I might be missing something simple.

    Also, I really like the new gates! Great work!
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  10. #20
    Inactive biteme is on a distinguished road biteme's Avatar
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    Default Re: Entity Gates, Vector Gates, and other stuff

    I've found a (possible) bug with the target finder when used with the entity gates... When the target finder finds another target, it doesn't change the entity output. So basically the first entity the target finder finds is the only one it ever outputs, even if you tell it to target the next target.

    Also, with the vector thruster -- if the thruster is given a vector input, nothing happens. It pretty much completely ignores the vector input.
    Last edited by biteme; 08-29-2008 at 12:40 PM.
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