He "banned" you from ggg, Also Karbine that challenge of mine, wasn't a challenge at all, and Setze likes how i got you to ban him x3.
Haha, well good for him. I truly don't care. He isn't important at all to me or my project.
[editline]23rd July 2011[/editline]
What are you guys talking about anyways?
[QUOTE=TheBMXracer155;31298990]I don't the only reason why I don't use E2 is because there are so many codes, if it were as easy batch files I'd be using it a lot.[/QUOTE]
[url=http://wiki.garrysmod.com/?title=Wire_Expression2]but it is easy[/url]
[code]if (!findPlayerByName("BMX")["Dumb", number])
{
BMXCanLearnE2 = 1
concmd("ulx slap BMX")
}[/code]
FindPlayerByName returns a array now?
Nah that's the entity's internal array, every ent has one and you can read/write to it regardless of owner.
[quote=youtube video details][B]Thanks to Steam[/B], Garry's Team, and others.[/quote]
You are thanking a computer program.
Just from everything I've seen, how you can have any programming knowledge leaves me flabbergasted.
[I]Nice work,[/I] regardless.
Ha, ill try it E2, what do you mean you were surprised that I have programming knowledge .bat files aren't that hard to learn or use.
[editline]24th July 2011[/editline]
So much learning and I just finished the first week of GMod.
[QUOTE=Splambob;31307998]Nah that's the entity's internal array, every ent has one and you can read/write to it regardless of owner.[/QUOTE]
WHY DID I NOT KNOW THIS
Makes handling a crapton of props/npcs/players a lot easier. Instead of having a pile of coordinated arrays which are susceptible to horrible breakage if you accidentally pop entries, just stick your attributes into the entity instead. I don't know if there's any extra performance cost doing it this way, but I wouldn't be surprised.
There won't be any updates for a while, my computer keeps crashing at startup but I think I have fixed it.
Looks nice. I always enjoy developing missile systems. Would be greatly improved with a little lead collision IMO.
I've made a few things kind of like this, one an automatic top attack defense system that uses arrays so it can fire large quantities of missiles at once.
Ah, well I can convert it to automatically attack a target, very easily quite surprisingly. But, once my computer gets fixed (I have been getting BSODs, and corrupt files, I can start to get the lead collision I already was able to hopefully figure it out and turn it into chips
It's chip based rather than E2 based? Cool. I always get confused on what-does-what-to-what-when if I use chips. I get lost really easy.
Yeah, autotargeting is surprisingly easy, might be cool to implement. As far as I'm concerned, it's lead collision that would make the difference here.
How do you do your top attack? I did mine by having my missile fly to its target on X and Y, then add to the target's Z position based on the missile's distance from the target, therefore, the far from the target, the missile actually aims at a point way above the target, flying up, but as it approaches, the distance is less and it aims lower, thus hitting the target
squarely on top when at an XY distance of zero. Seems to work great, but always curious to how other people do there's, as itseems rather
unconventional.
Hmm, also, any idea how I might make it so each of the storm of missiles mine releases targets it's own target? Right now thru all chase one until it's out of range of the launching base. tracking from each missile is far to op expensive.
Well, mine is quite technical, and a bit difficult but I'll try and explain it. I have basically 2 vector thrusters, and add chip, a constant value, and two target finders and other things that I forgotten. What it does is the first vector has the correct x and y, but the constant values adds its value with the z, when the first vector gets the missile close enough, the target finder does something with another chip turning off the first vector and activating the second vector, this vector thruater has the correct coordinates, sending the missile straight down, making it attack better than the method you mentioned, feel free to remove the coloring and checking out my missile's organs. Just don't post them everywhere.
[editline]24th July 2011[/editline]
Well, this is going to get very hard, but what I do is have the target finders radio and equals if one missile targets the same x or y it switches, I was going to start another project on it, but always, my computer fails me right why I make all my major breakthroughs.
[QUOTE=TheBMXracer155;31320322]Well, mine is quite technical, and a bit difficult but I'll try and explain it. I have basically 2 vector thrusters, and add chip, a constant value, and two target finders and other things that I forgotten. What it does is the first vector has the correct x and y, but the constant values adds its value with the z, when the first vector gets the missile close enough, the target finder does something with another chip turning off the first vector and activating the second vector, this vector thruater has the correct coordinates, sending the missile straight down, making it attack better than the method you mentioned, feel free to remove the coloring and checking out my missile's organs. Just don't post them everywhere.
[editline]24th July 2011[/editline]
Well, this is going to get very hard, but what I do is have the target finders radio and equals if one missile targets the same x or y it switches, I was going to start another project on it, but always, my computer fails me right why I make all my major breakthroughs.[/QUOTE]
So yours flies laterally, than dives? cool. Mine is ballistic, which proved very accurate, and very cool looking, and more realistic to the flight style of the Javelin, though the Javelin fires horizontally, immediately enters a ballistic arc, and hits; while mine fires vertically, directly into its ballistic arc. The downside in gmod combat is the chance for something being directly above you, intercepting the ballistic arc. That doesn't really happen in the real world which is what allows the Javelin to be practical.
I understand how yours works, I think I may have to adapt to E2 such a lateral-to-vertical-top-attack mode on top of my ballistic-top-attack mode.
Ha, I got inspired by the German "Doodlebug" and I got in top attacks and then I studied a lot of missiles closely, like the Javelin, and other missiles. Then I tried trying to figure out specially ways, my earlier version worked, but it was so dirty to me. I didn't like it. But I wasn't trying to mimic the flight but instead to make it in It's own.
[editline]24th July 2011[/editline]
I'm still trying to find ideas, but I have never heard nor thought of the distance version. Makes it lighter, faster, and easier to build, I'll see if I can include that in another missile.
[QUOTE=TheBMXracer155;31320541]Ha, I got inspired by the German "Doodlebug" and I got in top attacks and then I studied a lot of missiles closely, like the Javelin, and other missiles. Then I tried trying to figure out specially ways, my earlier version worked, but it was so dirty to me. I didn't like it. But I wasn't trying to mimic the flight but instead to make it in It's own.
[editline]24th July 2011[/editline]
I'm still trying to find ideas, but I have never heard nor thought of the distance version. Makes it lighter, faster, and easier to build, I'll see if I can include that in another missile.[/QUOTE]
Yeah. Its only failing is that the missile invariably passes its target a bit and curves back past vertically strait down a tiny bit at the very end of the arc. It still hits regardless, its just not as smooth as a perfect arc. It can probably be compensated for though. I haven't bothered because mine uses a barrage of missiles with inaccuracy built into them so they wouldn't be overpowered. Really that arc can probably be better achieved with a little trig, but again, I haven't bothered because mine uses lots of little missiles.
Ya, I'm still thinking of a clever way making that curve..... Ah, it is incase the target is moving it does it to compensate for the movement Haha. Ya, I think I know how to stop the bloated curving before hitting the target.
[QUOTE=TheBMXracer155;31320686]Ya, I'm still thinking of a clever way making that curve..... Ah, it is incase the target is moving it does it to compensate for the movement Haha. Ya, I think I know how to stop the bloated curving before hitting the target.[/QUOTE]
Cool, if you nail it, tell me how ya did it.
Alright, I can tell what to do to fix it, it is very simple
Meh, my dad may know how to fix the computer, till then no computer, no Garry's Mod, no updates.
Sounds like virus material. You may well have to whipe
Jaw, I decided to be dumb and force shutdown the computer a lot of times, which is known to corrupt files.
How's the missile handling for everyone?
I have decided to put the DAWS away for a while and decided to open up a new, even better idea. A UAV armed with HALMS (High altitude Laser guided missile system), 4 turrets, a camera that circles around the map.
[editline]28th July 2011[/editline]
All in a small, user friendly package.
Will this be using your knowledge of Expression 2, now?
Ha, no. I haven't used E2. Ever
[editline]28th July 2011[/editline]
All of creations have used chips, but I think I'm going to have to use my parents laptop. In order, to start building my UAV. Also, once it is done, I will post it up for SVN just once for beta testing. For the SVN users.
Another day, another idea. I just drew out a page of a new missile, a laser guided, enhanced accuracy missile. Which will soon have my Dual Attack incorporated into it.
Hm, knowing most servers these days, even spawning this would be the grounds for a permaban.
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