Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - kevinminion

Pages: [1] 2
BloxGaming SB3 / Merry Christmas Space Builders!
« on: December 25, 2017, 10:01:07 PM »
I hope that everyone had a great holiday.  I'm hoping Santa brought me some free time in 2018 for more SpaceBuild!  Miss playing with all of you.

Player/Staff Report / Skeletonman7 report
« on: June 23, 2017, 08:25:52 PM »

The minge factor has increased daily with this player.

I have seen him use e2 blinders and teleport users and their props into space with the Asgard teleporter without their consent.

Last night when he was on, he had filled the skybox with a bunch of crap. 

Expression 2 (E2) Code / E2 - orbiting ship
« on: June 17, 2017, 07:47:21 PM »
I'd like to have a chip that will allow my ship to orbit a planet.  Possibly using the aimVector and a low MaxKPH on my gyro pod.   Open to other solutions as well, I may be thinking about this all wrong, thus making it overly complex.

Assuming I know the planet center location and the radius:
  Maintain a Z value of planet center + 1/2 radius
  Maintain an orbit the same radius as the planet
  I would think calculating the correct yaw angle and then going "Forward" would be easiest, but I'm not sure how to make that into the AimVec for the gyropod input.
Thanks for any help in anvance...

BloxGaming SB3 / Request
« on: April 30, 2017, 10:12:34 AM »
I am trying to think of a good use of my cargo bay for my large ship.  I'm thinking I will make an e2 sequence to make a (holo?)bot or truck move/stack boxes.  I'd like something off-ship that acts a bit like an airport x-ray machine.

Anyone else have ideas for cargo areas?  Especially in the upper areas, besides stacking boxes 400 high?  ;D

Development / New map?
« on: April 26, 2017, 02:26:20 PM »
I've seen a few SB users talking about map development the past week.  I would also be interested in this, but have not been in Hammer for at least a year.  If you are interested in contributing, please reply here and list any experience you have, if any.

Thank you

Player Creations / Fun with sernakids
« on: April 12, 2017, 09:17:25 PM »
Showing sernakids (not a forums member - yet) some UI e2 fun.   This has been an ongoing project.

Expression 2 (E2) Code / Prop Share e2 functions?
« on: March 19, 2017, 07:41:12 PM »

Are there e2 functions to share props?

I'm mostly looking to use chat commands to share ship chairs.  Something like !share navchair <player>

Then have navchair:entity linked to that chair.

Player Creations / My latest creation
« on: March 02, 2017, 09:31:18 PM »
Last night I got through at least a draft of a new ship hull I have been working on.  I'm quite pleased that this has come together in about four days where most of my other ships have taken weeks (yes, just for the ship hull!). I think it may also be one of the biggest ships that I've built! 

Are any of you working on a new or improved ship?  I'd love to see what people are building!

Front View:

Back View:


Expression 2 (E2) Code / New ideas
« on: March 02, 2017, 09:25:37 PM »
As stated, at the moment these are ideas, nothing actually coded.
I'd love to hear ideas that you all have for e2 use, as I may be able to help you out!

1) I'd like to make an e2 that could detect the dimensions of my ship and then project a holographic  "landing zone" on a planet's surface

2) Some sort of teleporter control where a person stands on a teleport pad (origin) and then a second player determines the destination on the planets' surface with their cursor.  I realize this could get a bit mingey.

BloxGaming SB3 / Request for Ship
« on: November 22, 2016, 10:25:25 PM »

I'm looking for someone to build me a reasonably comparable model of the Raza ship from Dark Matter - any takers?

Expression 2 (E2) Code / Trying to get a list of planet names?
« on: November 14, 2016, 10:58:44 PM »

It's late, so maybe I'm just missing something...

I'm trying to use PlanetName = MyEntity:sbEnvName() to grab a list of all planet names in a map, but most everything I've tried to plug in for MyEntity returns an empty string.

PlanetName = owner():sbEnvName() returns the expected string

I've tried creating holos at the planet centers and then using PlanetName = Holo:sbEnvName() but that also returns an empty string.

Is there another way to get all of the planet names?

Legit Reports / [Legit] Skeletonman7
« on: November 05, 2016, 10:34:34 PM »
Your Name: Kevin Minion

Your SteamID: In Profile

Your Rank: Dev-Admin

Player You are Reporting: SkeletonMan7

Their SteamID: STEAM_0:0:59512712

Reason: Server Crash trying to produce "singularity nuke" or something similar by parenting 100+ missiles together and exploding them all at once.  In a build bay, destroying other players' creations.

Evidence: My console, spammed with this "creation" Him carrying this "bomb" Him setting it off, part of another player's ship still visible (before server crash)

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

@RendStung @Shifty

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.

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

interval(1000)   # Check every second

if (first() || dupefinished()) {
    # Find target finders, sort by distance
    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
    # 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
} elseif ((Finder2!=LastFinder2) && Finder2:isPlayer() & Finder2:isAlive()) {

    Teleporter["Origin",vector] = GPS2
    Teleporter["Dest"  ,vector] = GPS1

LastFinder1 = Finder1
LastFinder2 = Finder2

if (clk("Send")) {
    Teleporter["Send"  ,number] = 1

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

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...

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.

Pages: [1] 2