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Thread: Jeremydeath's Various Wire Addons

  1. #21
    Patcherer... er
    Jeremydeath will become famous soon enough Jeremydeath's Avatar
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    Default Re: Jeremydeath's Various Wire Addons

    Ok, it's done. It's much harder to use and not quite as useful, but I guess it lags less (I can't notice). Note that the overlay still updates in the think hook, but hook is now overridden so that it only runs once every 0.5 seconds.
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    Jeremydeath's Wire Addons - Try Them... NOW!

  2. #22
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    Default Re: Jeremydeath's Various Wire Addons

    what's a "target assist" feature?
    does it output the entity it's pointing at?
    E2 Code:
    1. rangerFilter(Wirer)
    2. RD=rangerOffset(1000,Wirer:pos(),Wirer:up()
    3. TargetAssist = RD:entity()
    assuming "Wirer" is the wired wirer in question and it is aiming upwards
    Last edited by TomyLobo; 06-09-2009 at 07:48 PM.
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  3. #23
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    Default Re: Jeremydeath's Various Wire Addons

    No, not really. could you please read the original post on the first page before you post asking questions. Some of the questions you have asked are answered there.

    Target assist is a feature of the wirer that makes it MUCH easier to wire small parts (I once wired two nano chips together from across flatgrass!). Once activated, it will target and change the trace to the wire entity owned by you in its range that is closest to its current trace line (in other words if you get the beam sort-of close to the entity you want to wire up, it will automatically target that entity for wiring). Also, if you have the wirer's Input and Output inputs wired up, it will try to target the entity with that input or output in its list. This is based also on the stage so that it will switch between checking the input and checking the output based on what it is looking for. This also works with this X and Y skew inputs by taking the entity closest to the line defined by them when they are wired up.
    In other words, it's an auto-aimer.
    Jeremydeath's Wire Addons - Try Them... NOW!

  4. #24
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    Default Re: Jeremydeath's Various Wire Addons

    ah, so you could make it execute every 0.5 seconds and it'd still work fine?
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  5. #25
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    Default Re: Jeremydeath's Various Wire Addons

    Yeah, it would still work fine, although it wouldn't look as nice doing it. Oh well, aesthetics sometimes need to be sacrificed for the sake of lag.
    Any way, I was in the process of adding some update timers so that things that required user messages would only be executed once every like 0.5 seconds (color, overlay, updating the ranger position, etc.) and I had just finished adding an input to tell it the XYZ vector position you want it to target as an alternative to using XY skew positions, when my computer crashed... It might take a couple days to get it back up to running at full power again so no more updates until then. I'm posting this from a different computer. Oh yeah, also I was going to add a "TargetEntity [ENTITY]" output just as a convenient thing so that you do not need to do external redundant traces with the e2 and clog up the server.
    Last edited by Jeremydeath; 06-12-2009 at 06:53 PM.
    Jeremydeath's Wire Addons - Try Them... NOW!

  6. #26
    Wire Sofaking Captain Maim is an unknown quantity at this point Captain Maim's Avatar
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    Default Re: Jeremydeath's Various Wire Addons

    I found this when trying to run the say command, both on a bot and also on myself.

    The chip spawns white, but once I triggered your E:say(S) it turned red with a script error.

    Code:
    L 06/15/2009 - 04:10:32: Lua Error: Expression 2: includes/extensions/string.lua
    :33: bad argument #1 to 'find' (string expected, got nil)
    Expression 2: includes/extensions/string.lua:33: bad argument #1 to 'find' (stri
    ng expected, got nil)
    
    This can make bots talk right? If so that'd be really cool. I don't care as much about people talking but I wanna put words in those mindless bot's mouths. So to speak.
    Last edited by TomyLobo; 06-15-2009 at 05:09 AM.

  7. #27
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    Default Re: Jeremydeath's Various Wire Addons

    includes/extensions/string.lua is not E2 btw.
    it took a while until I looked more closely at the error
    you are probably passing nil to string.Explode.

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  8. #28
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    Default Re: Jeremydeath's Various Wire Addons

    includes/extensions/string.lua is not E2 btw.
    it took a while until I looked more closely at the error
    you are probably passing nil to string.Explode.

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  9. #29
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    Default Re: Jeremydeath's Various Wire Addons

    Kind of a cryptic error...
    Anyway, I think that I've fixed that, but this was created before the client-server split in the E2's files, so it doesn't work at all... When I moved the part that was client-side to cl_SayCommand.lua, it worked, but each time you started a new game, you had to retype "wire_expression2_allow_say 1" in order for it to work, even though it was saving and defaults to 1.

    This seems like an internal E2 bug with the Extloader or somthing. Also Captain Maim, could you post your test code. I'll test it out and if it works, post the new code, even though the client must type "wire_expression2_allow_say 1" every time.
    I remember reading about this same thing happening to the concommand thing too.
    Last edited by Jeremydeath; 06-15-2009 at 03:39 PM.
    Jeremydeath's Wire Addons - Try Them... NOW!

  10. #30
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    Default Re: Jeremydeath's Various Wire Addons

    use line breaks

    extloader doesn't do anything special with the client-side extensions. it simply uses AddCSLuaFile on them and adds them to a list of addons to be loaded on the client.
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