• EMC - Extended Mouse Control
    313 replies, posted
[QUOTE=Sippeangelo]Thanks mikfoz. Now, back on topic. So far I will add this in the next version: * Adding prop protection support [done] * Making some features admin-only [done] * Cvar configurations * Lock/unlock vehicles for admins [done] * Fix the stargate iris nor working * "Coder API" thingy for adding their own actions * If the code does not exist on the server, make the client still able to use their physgun (I hope to cooperate with Hemuli if he wants to?) * Fixing not being able to turn thrusters on/off [done] * Context menu not showing up when pressing C [fixed] Something more to add?[/QUOTE] Sorry if I sound kinda impatient, but can you get the fixes done & released before the other things? (specifically prop protect)
[QUOTE=Lyoko774]Sorry if I sound kinda impatient, but can you get the fixes done & released before the other things? (specifically prop protect)[/QUOTE] It's almost done now. Just going to fix the stargate iris. [b]Edit:[/b] Also what prop protection are you using? Simple Prop Protection doesn't seem to work for me. Anyway I have coded it to check with simple prop protection before you can touch anything.
[QUOTE=Sippeangelo]It's almost done now. Just going to fix the stargate iris. [b]Edit:[/b] Also what prop protection are you using? Simple Prop Protection doesn't seem to work for me. Anyway I have coded it to check with simple prop protection before you can touch anything.[/QUOTE] Simple Prop Protection, it's always worked for my server..so..yeah.
That is quite awesome, great job.
You should make a SVN, and add new click actions whenever you want. Also, I LOVE the "Turn off manhack" option (wheeeeee...smash) but the Enable Turret does not work for me. EDIT: But please, if a entity does not have a action, default to Physgun Mode.
[QUOTE=Sippeangelo]Thanks mikfoz. Now, back on topic. So far I will add this in the next version: * Adding prop protection support [done] * Making some features admin-only [done] * Cvar configurations [done] * Lock/unlock vehicles for admins [done] * Fix the stargate iris not working * "Coder API" thingy for adding their own actions * If the code does not exist on the server, make the client still able to use their physgun (I hope to cooperate with Hemuli if he wants to?) * Fixing not being able to turn thrusters on/off [done] * Context menu not showing up when pressing C [fixed] Something more to add?[/QUOTE] WAWAIT! [code] autorun/client/cl_extend_context.lua:230: Tried to use a NULL entity! [/code] when clicking skybox. I think you forgat an IsValid() :) [b]Edit:[/b] Vehicle move/enter when clicking it? [b]Edit:[/b] Player move when admin?
Do stargates even have irises/shields anymore? I can't find a trace of it in the code...
If you click an npc then the NPC will die?
It seems like stargates no longer come with irises. You have to put them there yourself.
Any unknown type of entity = move with physgun? [b]Edit:[/b] sippeangelo what do you think of my ideas? [b]Edit:[/b] Oh I see the thanks :D question answered!
I don't think moving unknown entities is a good idea. There's many things you don't want the player to move... [b]Edit:[/b] Anyway, now you can enter vehicles and even operate stuff with your mouse when you are sitting in a chair/airboat seat! Now you can have buttons and stuff next to your chair in your ship and still press them without exiting the chair :)
ok but then move everything that is a sent? [b]Edit:[/b] Like everything that has "SENT_" in the ClassName()
I could. But many sents is part of another sent, you see what I mean? The ring teleporter for example. You can move all the rings when you teleport so they go all over the place. And many sents does not have sent_ in their classname. I could do something that scanned all the scripted entities you have and only check for the spawnable ones. That would work.
Wow this is gonna help me alot when I'm wiring, I won't have to look around to wire and to press buttons to test it this is pure genious and I thank you for it, Lua kingd! I will also reccomend this to my server as well. Also I was thinking maybe you could make a toggle temporary input 1 for wiremod so that you can test stuff without getting buttons or constant values out and wiring em, and you can clear the input by clicking on the thing again so for example you click on a thruster, select its input and then click again and it turns on this way you casn test it. then you click on it again to return to its original input, basically this is overriding wire for a time being. also make sure this is prop protected lol.
you can get an SVN: [url]http://www.assembla.com/[/url] or [url]http://code.google.com/hosting/[/url]
[QUOTE=Sippeangelo]I could. But many sents is part of another sent, you see what I mean? The ring teleporter for example. You can move all the rings when you teleport so they go all over the place. And many sents does not have sent_ in their classname. I could do something that scanned all the scripted entities you have and only check for the spawnable ones. That would work.[/QUOTE] You can do it the other way round. [url]http://developer.valvesoftware.com/wiki/List_of_Entities[/url]
[QUOTE=Catdeamon]You can do it the other way round. [url]http://developer.valvesoftware.com/wiki/List_of_Entities[/url][/QUOTE] Well I was talking about scripted entitys. Anyway I tried something like this: [lua]for i,dir in pairs(file.FindDir("../lua/entities/*")) do Msg("Found entity \"" .. dir .. "\" which is ") for _,f in pairs(file.FindInLua("entities/" .. dir .. "/*.lua")) do //Msg(f .. " ") if (string.find(string.lower(file.Read("../lua/entities/" .. dir .. "/" .. f)), "ent.spawnable%s*=%s*true")) then Msg("spawnable!") elseif (string.find(string.lower(file.Read("../lua/entities/" .. dir .. "/" .. f)), "ent.spawnable%s*=%s*false")) then Msg("not spawnable") end end Msg("\n") end [/lua] It worked. It reported every single sent and if it was spawnable. It took a long time to return all entitys though. It won't work if you have to wait 10 seconds more every time you start a server.
Here's a bug I found. When you use your mouse wheel while holding the physgun, it cycles through your guns and doesn't bring the prop your holding towards you.
[QUOTE=PC Camp]Here's a bug I found. When you use your mouse wheel while holding the physgun, it cycles through your guns and doesn't bring the prop your holding towards you.[/QUOTE] I don't think that's a bug. But it would be a nice feature, though.
[QUOTE=Sippeangelo]Well I was talking about scripted entitys. Anyway I tried something like this: [lua]for i,dir in pairs(file.FindDir("../lua/entities/*")) do Msg("Found entity \"" .. dir .. "\" which is ") for _,f in pairs(file.FindInLua("entities/" .. dir .. "/*.lua")) do //Msg(f .. " ") if (string.find(string.lower(file.Read("../lua/entities/" .. dir .. "/" .. f)), "ent.spawnable%s*=%s*true")) then Msg("spawnable!") elseif (string.find(string.lower(file.Read("../lua/entities/" .. dir .. "/" .. f)), "ent.spawnable%s*=%s*false")) then Msg("not spawnable") end end Msg("\n") end [/lua] It worked. It reported every single sent and if it was spawnable. It took a long time to return all entitys though. It won't work if you have to wait 10 seconds more every time you start a server.[/QUOTE] file.FindInLua( "entities/entities/*" ), I think.
[QUOTE=Kogitsune]file.FindInLua( "entities/entities/*" ), I think.[/QUOTE] It does work, but it took more than 10 seconds returning all the entitys I have. [QUOTE=CapsAdmin]I don't think that's a bug. But it would be a nice feature, though.[/QUOTE] It is a bug. I don't know why it doesn't work. It really should. I will look into these tomorrow.
Can you add a feature where you can fire turrets when you click them? Oh wait, it already exists. :( Sorry about not remembering.
I would like to know how to disable the remove on throw away function for i like throwing things. can any one explain how to?
I wouldn't recomend using picwizdan's version, even if it is compleatly clientside and I wonder if his test was on his own server(and with my limited understanding of how GMOD works, I would assume that that means that the server has the mod applied and its also serverside which would make the test meaningless.). The other thing is, How would VAC react to such a mod if it's only clientside, It MIGHT( I'm not an expert.) think that it is an aimbot or some other hack, So I would rather be only able to use this mod on a few server then lose over the ability to play online at all.
[QUOTE=jjmfdl]I wouldn't recomend using picwizdan's version, even if it is compleatly clientside and I wonder if his test was on his own server(and with my limited understanding of how GMOD works, I would assume that that means that the server has the mod applied and its also serverside which would make the test meaningless.). The other thing is, How would VAC react to such a mod if it's only clientside, It MIGHT( I'm not an expert.) think that it is an aimbot or some other hack, So I would rather be only able to use this mod on a few server then lose over the ability to play online at all.[/QUOTE] VAC doesn't react to Lua scripts.
[QUOTE=Jippiex2k]VAC doesn't react to Lua scripts.[/QUOTE] A better answer would be VAC only reacts to modified (Source/Game) EXE and DLL files. As long as you're not editing with these files (In memory or not) you won't be VAC banned.
Verrrry nice, I saw that video, it's pretty old :p
[QUOTE=1/4 Life]A better answer would be VAC only reacts to modified (Source/Game) EXE and DLL files. As long as you're not editing with these files (In memory or not) you won't be VAC banned.[/QUOTE] Thank you for proving me wrong, I wasn't even sure, As I said I know next to nothing of how either the source engine Gmod or VAC Work,( I mean I know the jist of it, just not in detail. I hope I'm making sense)
Wow! That's about all I can get out. :D Well, that, and a request to make the 'thrown props deleted' feature optional.
[QUOTE=1/4 Life]A better answer would be VAC only reacts to modified (Source/Game) EXE and DLL files. As long as you're not editing with these files (In memory or not) you won't be VAC banned.[/QUOTE] VAC isn't enabled in gmod. I have a VAC banned account I got from a friend of mine, and I can play gmod even though I'm VAC banned.
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