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Messages - kevinminion

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61
Development / Re: Mining E2 Functions
« on: September 25, 2016, 11:08:20 pm »
Question: There are groups for the asteroid resources for the mining storage.  Does anyone know the order by rarity?
                 Currently I have them ranked as Abundant, Common, Uncommon, Precious, Rare, Very Rare

New or updated functions:

   entity:Resources() - Returns a table of resource names and amounts
   entity:Resource(string) - returns the amount of specified resource in an asteroid
   entity:ResourceDifficulty(string) - Difficulty (rating?) of a specified resource

62
Expression 2 (E2) Code / Re: Televator (one asgard teleporter)
« on: September 24, 2016, 09:19:54 pm »
@RendStung @Shifty

I have updated a few things for version 1.1

Please see above

63
Expression 2 (E2) Code / Televator (one asgard teleporter)
« on: September 24, 2016, 01:03:54 am »
Televator v1.1

@RendStung @Shifty

SETUP:
Place two target finders, an asgard teleporter (and power), and then place the e2 on the asgard teleporter.  The chip will auto-find the two target finders and auto-wire the teleporter.  If you have more than two target finders, results may not be consistent.  It should find the two target finders closest to the chip.

USE:
Step on either target finder to go to the other.


NOTE 1: The E2 chip only "finds" the target finders once, so if you move them, you will need to reload the chip.  Let me know if you plan on putting this in a moving ship and I will change that.
The E2 will constantly update the position of the chip every second.

NOTE 2: I could have it auto-detect and wire the asgard teleporter
It now does this.

NOTE 3: I couldn't get it to trigger automatically when I stepped on the target finder, hence the Finder and LastFinder variables.   If I could remedy this, I could get rid of the interval() statement.

v1.1 still idled under 10 ops when I was testing.

Code: [Select]
@name Televator_v1.1

# By Kevin Minion
# 09/24/2016    v1.0    Original Code
#                      v1.1    Request to update GPS for target finders as ships move
#
# PURPOSE:     To auto-teleport using target finders and a single asgard teleprter
#                     Idea from Shifty / RendStung

@inputs Teleporter:wirelink
@outputs
@persist ArrFinders:array
@persist WireLinkFinder1:wirelink WireLinkFinder2:wirelink
@persist Finder1:entity Finder2:entity LastFinder1:entity LastFinder2:entity
@persist GPS1:vector GPS2:vector
@trigger

interval(1000)   # Check every second

if (first() || dupefinished()) {
   
    # Find target finders, sort by distance
    findIncludePlayerProps(owner())
    findByClass("gmod_wire_target_finder")
    findSortByDistance(entity():pos())
    ArrFinders = findToArray()
    print("Found " + ArrFinders:count() + " target finders")

    # Save the wirelinks of the target finders for later
    WireLinkFinder1 = ArrFinders[1,entity]:wirelink()
    WireLinkFinder2 = ArrFinders[2,entity]:wirelink()

    # Clear the Teleporter input of this chip
    entity():deleteWire("Teleporter")
   
    # Wire the Teleporter input of this chip to the Asgard teleporter it is welded to
    if (entity():isWeldedTo():model() != "models/boba_fett/props/asgard_console/asgard_console.mdl") {
        print("This chip MUST be welded to the asgard teleporter!")
    } else {
        Worked = entity():createWire(entity():isWeldedTo(),"Teleporter","wirelink")
        if (Worked) {
            hint("createWire worked!",3)
        } else {
            hint("createWire failed!",3)
        }
    }
   
}   

GPS1 = ArrFinders[1,entity]:pos()
GPS2 = ArrFinders[2,entity]:pos()

Finder1 = WireLinkFinder1["1_Ent",entity]
Finder2 = WireLinkFinder2["1_Ent",entity]


if ((Finder1!=LastFinder1) && Finder1:isPlayer() && Finder1:isAlive()) {

    Teleporter["Origin",vector] = GPS1
    Teleporter["Dest"  ,vector] = GPS2
    timer("Send",350)
   
} elseif ((Finder2!=LastFinder2) && Finder2:isPlayer() & Finder2:isAlive()) {

    Teleporter["Origin",vector] = GPS2
    Teleporter["Dest"  ,vector] = GPS1
    timer("Send",350)
   
}

LastFinder1 = Finder1
LastFinder2 = Finder2

if (clk("Send")) {
   
    Teleporter["Send"  ,number] = 1
    timer("clear",200)
   
}

if (clk("clear")) {
   
    Teleporter["Send"  ,number] = 0
    Teleporter["Origin",vector] = vec(0,0,0)
    Teleporter["Dest"  ,vector] = vec(0,0,0)
   
}


64
Approved Applications / Re: Ultra-Trusted Application
« on: September 23, 2016, 09:07:20 pm »
+1 from me.  I see him on the server a bit and is a good player.

65
Development / Mining E2 Functions
« on: September 19, 2016, 12:52:53 am »
I've been working on some E2 functions tonight for the SB mining add-on, so far I have:

  entity:IsAsteroid() - Is the entity an asteroid?
  entity:ResourceAmount() - How many units of the asteroid are resources (not rock)
  entity:TotalResourceAmount() - How many total units (resource + rock) are in the asteroid

I have not really played the mining addon all that much, so any requests for additional functions will be considered.

I'm also open to suggestions for the function names themselves...



66
Announcements / Re: Admin Event 9/16/16
« on: September 17, 2016, 02:19:05 pm »
Any screen caps / videos?   I only got to see the post-event chaos  :'(

67
Announcements / Re: Admin Event 9/16/16
« on: September 13, 2016, 10:52:14 pm »
@ToxicTeddy
Great idea!  I hope I can make it on to at least see the end!

68
BloxGaming SB3 / Re: Where is everyone?
« on: September 05, 2016, 08:45:03 pm »
I liked being able to watch player count on GameTracker.  I hope that will come back for the SB server.

69
Announcements / Re: Admin Event - 8/28/2016
« on: August 28, 2016, 07:46:29 pm »
Wow, that looks amazing!

70
Rejected Applications / Re: Administrator Application
« on: August 12, 2016, 08:32:31 pm »
Good player
+1

71
Rejected Applications / Re: Moderator Application
« on: August 12, 2016, 08:30:54 pm »
-1

Not long ago, lured me to a SB server just to "rocket" me since he was admin

Increase in maturity: Questionable

72

Atmosphere probe is working correctly.   I checked it on all planets in sb_astria_beta01.

73
Thanks, I just needed to record it somewhere, as I didn't have time yet to look into it.

I was using my usual ship, so yes it was cored and parented.

I believe the missile pods work for me in LAN Mode (2 player), as well as the ATM probe so perhaps I'll be able to discover the issue.

74
Development / Testing Server: Bug Reports [CAF Atmosphere Probe]
« on: July 10, 2016, 11:11:00 pm »
Atmosphere Probe doesn't seem to 'refresh' after being spawned.

Attached screen shot of probe showing "moon" conditions, hopefully you can see that I am on "earthlike" / spawn planet.

If I spawn the atm probe on spawn planet, then fly to desert planet, I still see "earthlike" conditions.

Turning the probe off then on (reboot) does not refresh the stats either.

75
Had problems with the 10x missile pods.

Smart Link tool threw errors (but perhaps doesn't need energy / resource node?)

When I tried to fire the 10x pod:

sv: Wire error (Entity [649][sf-10xmissilepod]):
addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-homingmissile/init.lua:28: attempt to call field 'registerent' (a nil value)
stack traceback:
   addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-homingmissile/init.lua:28: in function 'Initialize'
   addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-10xmissilepod/init.lua:182: in function 'FFire'
   addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-10xmissilepod/init.lua:167: in function 'HPFire'
   addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-10xmissilepod/init.lua:83: in function <addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-10xmissilepod/init.lua:80>
   [C]: in function 'xpcall'
   addons/wire/lua/wire/server/wirelib.lua:62: in function 'TriggerInput'
   addons/wire/lua/wire/server/wirelib.lua:527: in function 'TriggerOutput'
   addons/wire/lua/entities/gmod_wire_pod.lua:236: in function 'v'
   lua/includes/modules/hook.lua:84: in function <lua/includes/modules/hook.lua:67>

8x Missile Pod seems to have the same or a similar issue:

sv: Wire error (Entity [563][sf-8xmissilepod]):
addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-homingmissile/init.lua:28: attempt to call field 'registerent' (a nil value)
stack traceback:
   addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-homingmissile/init.lua:28: in function 'Initialize'
   addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-8xmissilepod/init.lua:178: in function 'FFire'
   addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-8xmissilepod/init.lua:163: in function 'HPFire'
   addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-8xmissilepod/init.lua:79: in function <addons/sbep_weapons_gmod_13_fix_282157870/lua/entities/sf-8xmissilepod/init.lua:76>
   [C]: in function 'xpcall'
   addons/wire/lua/wire/server/wirelib.lua:62: in function 'TriggerInput'
   addons/wire/lua/wire/server/wirelib.lua:527: in function 'TriggerOutput'
   addons/wire/lua/entities/gmod_wire_pod.lua:236: in function 'v'
   lua/includes/modules/hook.lua:84: in function <lua/includes/modules/hook.lua:67>


Adv. Dupe does not wire these properly, so I have to re-wire them (Fire / Aim Vector) after each dupe.


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