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!![]()


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