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Old 05-25-2008   #71 (permalink)
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Default Re: Revan's Wiremod Tutorials

These are awesome!
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Old 05-25-2008   #72 (permalink)
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Default Re: Revan's Wiremod Tutorials

Thanks

REMINDER: I take requests! I'm not an unlimited supply of ideas... I've used most of my good ones in the past anyway (on various servers)... suggest something!
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Old 05-26-2008   #73 (permalink)
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Default Re: Revan's Wiremod Tutorials

Ok, suggestions.... 2 extremely simple Adv. Dupes that i've made that seem to somtimes turn heads on servers are a Pod Controlled Turret (good fun) and Automatic Doors, like in a supermarket. Very simple, but probably good to have as Basic/Intermediate contraptions.
Hope the feedback helps

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Old 05-26-2008   #74 (permalink)
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Default Re: Revan's Wiremod Tutorials

Quote:
Originally Posted by Fluffy View Post
Ok, suggestions.... 2 extremely simple Adv. Dupes that i've made that seem to somtimes turn heads on servers are a Pod Controlled Turret (good fun) and Automatic Doors, like in a supermarket. Very simple, but probably good to have as Basic/Intermediate contraptions.
Hope the feedback helps

Fluffy

Didn't Orb already make a sliding doors-tutorial?
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Old 05-26-2008   #75 (permalink)
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Default Re: Revan's Wiremod Tutorials

Yeah, he did.
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Old 05-26-2008   #76 (permalink)
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Default Re: Revan's Wiremod Tutorials

If only people would utilize the search bar things would be much easier.
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Old 05-26-2008   #77 (permalink)
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Default Re: Revan's Wiremod Tutorials

hey revan i watched the supermarket grabber tutorial and i saw you did that drop thing wrong. it should reset the time2 so u would have the 60 seconds time to try and take something because now it resets whole thing and u dont have the whole 60 seconds (im not sure did u put if time[1] = 0 -> mode = 0 if not then that too) and i just tought the thing didnt work like it shoulded be working. (im not master of wire so idk if it was meant to be like that) sry my english im only 14years old
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Old 05-26-2008   #78 (permalink)
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Default Re: Revan's Wiremod Tutorials

Yeah forgot to set it so that it would 'auto-drop', for anyone who is really interested... just change the line checking if the time is up to:
Code:
TimeLeft <= 0 -> Mode = 2;
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Old 05-26-2008   #79 (permalink)
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Default Re: Revan's Wiremod Tutorials

Quote:
Originally Posted by Deviance View Post
If only people would utilize the search bar things would be much easier.
'Twas a suggestion, not a question. There's quite a bit of difference.

If it was a question, you would have to spend precious time answering it, when I could just search.
As opposed to a suggestion, where you could just dismiss it if you don't think it's suitable.

BTW, no hard feelings intended.
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Old 06-01-2008   #80 (permalink)
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Default Re: Revan's Wiremod Tutorials

Mk, it's been a while and people are beginning to question... "why havn't I been making more tutorials"... well the short answer is... I am. The long answer is I'm working on all my four "Coming soon" projects listed on the main page at once and getting nowhere fast with the mouse controlled items (then again I didnt try it again after making a post for help... I may later today).

So... here's the beginnings of one of my projects... KITT, the Knight Industries Twothousand from the tv show Knight Rider. I currently have everything in three expressions and I'm constantly modifying them and adding on to them. For those of you who arn't completely fluent with the expression gate... I suggest you look away now, because what you're about to read may be rather perplexing (as would this word to any foreigner ).

This handles all movement related activities and a few loose ends
Code:
@NKITT V3 Move
@IW A S D Break Mouse1 Act Damages GivGas
@OFor SideLen ActBreak Fire SigLft SigRt SigBk License GasLft AllOut
interval(20)
first() -> License = round(random(1000, 9999))
#Include SHIFT as an input later when programming the radio/GPS map
clk() -> Counter += 1;
!Shift & Counter % 5 == 0 & For < FrDmg & W -> For += 1;
!Shift & Counter % 5 == 0 & For > -FrDmg & S -> For -= 1;
StDmg  = recv(Damages, 1)
FrDmg  = recv(Damages, 2)
GnDmg  = recv(Damages, 3)
BkDmg  = recv(Damages, 4)
GasDmg = recv(Damages, 5)
For *= Break
!Gas -> For = 0;
SigBk = (For < 0 | !Act ? 255 : 0)
#FrDmg ranges between 0 and 100
!Shift & Counter % 5 == 0 & SideLen < StrDmg & D -> SideLen += 1;
!Shift & Counter % 5 == 0 SideLen > -StrDmg & A -> SideLen -= 1;
#StDmg ranges between 0 and 30ish
SigLft = (SideLen < -5 & Act ? 255 : 0)
SigRt = (SideLen > 5 & Act ? 255 : 0)
ActBreak = (BkDmg <= 25 & Counter % BkDmg == 0 ? Break * BkDmg)
#BkDmg ranges from 25 to 0 (1/2 second to none)
Fire = (Counter % GnDmg == 0 & Mouse1 & Act & GnDmg < 20 & !Shift ? 1 : 0)
#GnDmg ranges from 1 best to 20 not working at all
!Act -> For = 0, SideLen = 0, ActBreak = 1;
#GAS after this to avoid confusion with the system when it's off
Counter % 50 == 0 -> Gas -= abs(For) / FrDmg + GasDmg;
#Subtact the percent of the total speed it's going at, so anywhere from 0 to 1
Gallons = 36 
#Constant Value to be changed as needed
GivGas & clk() & Gas <= 5 * Gallons - 5 -> Gas += 5;
#With 36 gallons as an average, 5 * 36 = 180, 3 minutes of gas
GasLft = (Gas / (5 * Gallons))
#Percent of the gas left
AllOut = send(For, SideLen, ActBreak, Fire, SigLft, SigRt, SigBk, License, GasLft)
#82 Characters on line above
#LINE 37 HERE
This next one handles all the damage related material... it will eventually have many more inputs and receive large modifications to the 'health'. This will work by being wired to the health output of explosives that don't explode as to monitor all the health and damage of the vehicle. It includes a system by which to repair:

Code:
@NKITT V3 DAMAGE
@IConnect
@ODamages Rst TimeLeft
interval(20)
clk() -> Counter += 1;
#The output damages must be (total hp / current hp) * range
~St1 &  < 0 -> StDmg -= ( / 50) * 30
~St2 &  < 0 -> StDmg -= ( / 50) * 30
StDmg < 15 & Counter % 50 -> StDmg -= 1;
#Accounts for punctures & leaks, 20 seconds after leak to reach a station
TotalFrDmg = Fr1 + Fr2 +Fr3
#Engine surrounding plates
FrDmg = (TotalFrDmg / 150) * 100
GnDmg = 20 - ((Gn1 / 50) * 20)
TotalBkDmg = St1 + St2 + Bk3 + Bk4
BkDmg = 25 - ((TotalBkDmg / 200) * 25)
TotalGasDmg = Gs1 + Gs2 + Gs3
#Gs1 & Gs2 are the bottom
GasDmg = (TotalGasDmg / 150)
TotalDmg = (St1 + St1 + TotalFrDmg + Gn1 + TotalBkDmg + TotalGasDmg)
TotalHealth = (50 + 50 + 150 + 50 + 200 + 150)
PercentFailure = 1 - (TotalDmg / TotalHealth)
RecoverTime = PercentFailure * 360
Connect & ~Connect -> TimeLeft = RecoverTime;
Connect & ~RecoverTime &  > 0 -> TimeLeft += ;
#Account for any changes
Counter % 50 == 0 & Connect -> TimeLeft -= 1;
TimeLeft < 0 -> TimeLeft = 0;
#50 == each second
!Connect & ~Connect -> TimeLeft = RecoverTime;
Rst = (TimeLeft <= 0 & Connect ? 1 : 0)
Rst -> StDmg = 30;
Damages = send(StDmg, FrDmg, GnDmg, BkDmg, GasDmg, TotalDmg, PercentFailure)
#LINE 30 HERE
Finally... (for now)... the sounds of KITT, damage detection, low gas warnings, a radio (not added just yet), and any other sounds it will eventually make will be run through this chip:

Code:
@NKITT V3 Sounds
@IW A S D R Shift Bear AllMain Damages
@OT1 T2 T3 T4 StO FrO GnO BkO GasO GasDO Turn Lft Rt Screen
interval(20)
clk() -> Counter += 1;
StDmg = recv(Damages, 1)
FrDmg = recv(Damages, 2)
GnDmg = recv(Damages, 3)
BkDmg = recv(Damages, 4)
GasDmg = recv(Damages, 5)
PercentFailure = recv(Damages, 7)
For = recv(AllMain, 1)
SideLen = recv(AllMain, 2)
ActBreak = recv(AllMain, 3)
Fire = recv(AllMain, 4)
SigLft = recv(AllMain, 5)
SigRt = recv(AllMain, 6)
SigBk = recv(AllMain, 7)
License = recv(AllMain, 8)
GasLft = recv(AllMain, 9)
#Sounds wanted: System report, Turn signaling, Gas empty, Radio, GPS
#Priority: System Report, Gas, GPS, Radio, Turn
Turn = (Counter % 50 & (SigLft | SigRt) ? 1 : 0)
(GasLft < 5 & GasLft +  > 5) | (GasLft <= 0 & GasLft +  > 0) -> WGasO = 1;
FrDmg <= 0 & FrDmg +  > 0 -> WFrO = 1;
StDmg <= 0 & StDmg +  > 0 -> WStO = 1;
GasDmg < 20 & GasDmg +  -> WGasDO = 1;
BkDmg <= 0 & BkDmg +  > 0 -> WBkO = 1;
GnDmg <= 0 & GnDmg +  > 0 -> WGnO = 1;
FrO = 0, !Wait & WFrO -> WFro = 0, FrO = 1, Wait = 1;
StO = 0, !Wait & WStO -> WSto = 0, StO = 1, Wait = 1;
StO = 0, !Wait & WGasDO -> WGasDO = 0, GasDO = 1, Wait = 1;
StO = 0, !Wait & WBkO -> WBkO = 0, BkO = 1, Wait = 1;
StO = 0, !Wait & WGnO -> WGnO = 0, GnO = 1, Wait = 1;
StO = 0, !Wait & WGasO -> WGasO = 0, GasO = 1, Wait = 1;
Wait & Counter % 250 == 0 -> Wait = 0;
#5 Second Wait between each sound
#LINE 35 HERE
#RADIO AND USER INTERFACE BELOW THIS LINE
(Choice <= 3) | (Choice >= 9 & Choice <= 11) & Shift & W -> Choice += 1;
(Choose >= 2 & Choice <= 3) | (Choice >= 10) & Shift & S -> Choice -= 1;
Choice == 2 & D -> Choice = 9;
Choise >= 9 & Choice <= 12 & A -> Choice = 2;
Choice == 3 & D -> Choice == 7;
Choice == 7 | Choice == 8 & A -> Choice = 3;
Choice == 1 | Choice == 2 | (Choice >= 9 & Choice <= 12) -> Screen = Choice;
Choice == 4 & PercentFailure <= 5 -> Screen = 4;
Choice == 4 & PercentFailure > 5 & PercentFailure <= 25 -> Screen = 5;
Choice == 4 & PercentFailure > 25 -> Screen = 6;
Choice == 7 & Bear < 0 -> Screen = 7;
Choice == 8 & Bear > 0 -> Screen = 8;
Lft = (Screen == 7 & ~Screen ? 1 : 0)
Rt = (Screen == 8 & ~Screen ? 1 : 0)
T1 = (Choice == 9 ? 1 : 0)
T2 = (Choice == 10 ? 1 : 0)
T3 = (Choice == 11 ? 1 : 0)
T4 = (Choice == 12 ? 1 : 0)
#LINE 55 HERE
And the text screen that goes into that expression:
Code:
1. Menu
2. Radio
3. GPS
4. Systems Normal
5. Systems Damaged
6. Systems Critical
7. Left
8. Right
9. Track 1
10. Track 2
11. Track 3
12. Track 4

And that's what I've been doing.

Last edited by turck3; 06-01-2008 at 09:25 PM..
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