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.
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.
Jeremydeath's Wire Addons - Try Them... NOW!
what's a "target assist" feature?
does it output the entity it's pointing at?
assuming "Wirer" is the wired wirer in question and it is aiming upwardsE2 Code:
rangerFilter(Wirer) RD=rangerOffset(1000,Wirer:pos(),Wirer:up() TargetAssist = RD:entity()
Last edited by TomyLobo; 06-09-2009 at 08:48 PM.
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
Lífið læðist lúmskt áfram
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.
In other words, it's an auto-aimer.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.
Jeremydeath's Wire Addons - Try Them... NOW!
ah, so you could make it execute every 0.5 seconds and it'd still work fine?
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
Lífið læðist lúmskt áfram
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 07:53 PM.
Jeremydeath's Wire Addons - Try Them... NOW!
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.
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.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)
Last edited by TomyLobo; 06-15-2009 at 06:09 AM.
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.
Garry's Mod Code
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
Lífið læðist lúmskt áfram
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.
Garry's Mod Code
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
Lífið læðist lúmskt áfram
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 04:39 PM.
Jeremydeath's Wire Addons - Try Them... NOW!
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.
"It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup
Lífið læðist lúmskt áfram
Bookmarks