When im starting to learn about Expression1 you guys just assrape it xD
if(owner():noExpression1():name()=="Reidar"){isPis sed=1}
For E1 you can use E2; just don't use applyForce/holos/whatever.
321'st post.
When im starting to learn about Expression1 you guys just assrape it xD
if(owner():noExpression1():name()=="Reidar"){isPis sed=1}
Last edited by reidjoss; 05-14-2010 at 04:22 AM. Reason: I suck at E2ing?
They could be merged. Despite what most people think, the adv. pod controller is not a direct upgrade from normal one.
Seems good.all the wiring tools could be merged (adv wire tool, wire tool, etc), with a tick box to allow the user to decide which they want
Removing models is a bad idea.the old high poly models could be removed too
There's also a "Kick the bastard out of keyboard" input in the keyboard entity, that's ugly, it need to be renamed with "Kick", but it will brake old dupes.
Old dupes are the reason why all these old tools are still in wiremod. :mellow:
I think the Adv Dupe should have some sort of backwards compatibility doodah where each Wire entity can automatically update the settings in the dupe to the latest version (eg. when a keyboard is spawned with a 'Kick the bastard out of the keyboard' input wired, change it to the new 'Kick' input and update the dupe file.)
A kind of it is already in wiremod and used in the forcer entity:
lua/entities/gmod_wire_forcer/init.lua (between line 103 and 116)
Too use this in the wire keyboard you need replace the ENT:ApplyDupeInfo function in lua/entities/gmod_wire_keyboard/init.lua (line 19) with this:Code:function ENT:ApplyDupeInfo(ply, ent, info, GetEntByID) --Moves old "A" input to new "Force" input for older saves if info.Wires and info.Wires.A then info.Wires.Force = info.Wires.A info.Wires.A = nil end self.BaseClass.ApplyDupeInfo(self, ply, ent, info, GetEntByID) end
Code:function ENT:ApplyDupeInfo(ply, ent, info, GetEntByID) if info.Wires and info.Wires["Kick the bastard out of keyboard"] then info.Wires.Kick = info.Wires["Kick the bastard out of keyboard"] info.Wires["Kick the bastard out of keyboard"] = nil end self.BaseClass.ApplyDupeInfo(self, ply, ent, info, GetEntByID) if (info.pod) then local LinkedPod = GetEntByID(info.pod) if (!LinkedPod) then LinkedPod = ents.GetByIndex(info.pod) end self:LinkPod(LinkedPod, true) end end
Last edited by Grocel; 05-14-2010 at 09:43 AM. Reason: fixed code
1 thing: could you make it so that theres a console command to re add it , just for challenges and stuff :3
lulz. Would be neat, but kinda..counter-productive.
I'd rather see a command to get rid of advanced E2 functions like applyDirectlytotheforehead. Don't get me wrong, it has a place (somewhere), but applyForjob, holograms, stuff like that, it's kind of a monstrosity. People make cars with applyYourself, tank treads with holo...
It's a little unrealistic. I think some of the advanced E2 functions should be taken out. An E2 chip alone can make an entire contraption, which isn't realistic. I want a console command to strip down E2s to function as E1s with E2 syntax. no applyForks or any of that shit (can leave in like the GPS tool, viewer coords, stuff that's more mundane).
I don't miss E1 at all--I use E2 as most people used E1, to handle advanced arithmatic operations. And I agree with the idea to have low-poly only chips.
You don't need a command to disable those functions... If you don't want them, don't use them.
"If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
-- Niels Bohr
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