Advanced Prop Spawner - Spawn Entities and Contraptions!
130 replies, posted
That's what i looked for ages, downloading now, btw does this spawner work with wiremod?
DOH! Awesome and very useful!
I was thinking of making goliaths that explode! :D
[QUOTE=Loures;16073194]That's what i looked for ages, downloading now, btw does this spawner work with wiremod?[/QUOTE]
A thread higher up said it did, so yea =b Besides, something as incredible as this is practically required to be wire-compatable
what's about skins? Does it spawn item with the same skin?
it dupes them, like duplicator does.
[QUOTE=Deaviant Pictures;16077175]what's about skins? Does it spawn item with the same skin?[/QUOTE]
You mean the material? Yeah, there's an option to spawn entities using the same material as the spawner, so you can disable it too if you don't want that behavior.
[QUOTE=Loures;16073194]That's what i looked for ages, downloading now, btw does this spawner work with wiremod?[/QUOTE]
Yep, just to confirm what [b]rctfanatic[/b] said, it does have wire inputs. :)
Ive been looking for this for AGES! seriously! thanks alot man!
This is so awesome it wraps back around in on itself in a toroid of Awesome.
All of the entities I used do support advance duplication and do not cause errors when they are dupe. I've tried space build model packs entities, and I tried G Combat Extended (GCX). They dupe just fine just not with this which is what I really need it for.
[QUOTE=MrAccident;16078523]You mean the material? Yeah, there's an option to spawn entities using the same material as the spawner, so you can disable it too if you don't want that behavior.
[/QUOTE]
great, nice realise dude :D
[QUOTE=-TB-;16080147]All of the entities I used do support advance duplication and do not cause errors when they are dupe. I've tried space build model packs entities, and I tried G Combat Extended (GCX). They dupe just fine just not with this which is what I really need it for.[/QUOTE]
Hmm. Well, if the Advanced Prop Spawner gives that message, it means the entity class doesn't have a registered dupe function. However, if they work fine with the Advanced Duplicator, apparently it's still possible to make them work. I'll take a look at how the Advanced Duplicator handles those objects and see if I can work that into the next version of the spawner.
[QUOTE=MrAccident;16080467]Hmm. Well, if the Advanced Prop Spawner gives that message, it means the entity class doesn't have a registered dupe function. However, if they work fine with the Advanced Duplicator, apparently it's still possible to make them work. I'll take a look at how the Advanced Duplicator handles those objects and see if I can work that into the next version of the spawner.[/QUOTE]
That would be awsome thanks for looking into it.
XD OMG, that picture made me laugh. Anyway, dling, good job.
FINALLY!!!!
Now I can make automatic weapons and vehicles launch custom-made weapons (like guided missiles).
Great job.
Mmm... very useful. Any way you could make it so that there's a toggle between two networking options, one creating a locked network using the right-click and the other allowing the existing networking, if that makes sense?
What I mean is when the networking toggle is set to the first setting and you right-click on a prop, it creates a network with all the connected props and then locks that network so it cannot be added to, while if the toggle is on the second setting the tool works as is.
Looks on in awe... Cool.
[QUOTE=Skyhawk;16083760]Mmm... very useful. Any way you could make it so that there's a toggle between two networking options, one creating a locked network using the right-click and the other allowing the existing networking, if that makes sense?
What I mean is when the networking toggle is set to the first setting and you right-click on a prop, it creates a network with all the connected props and then locks that network so it cannot be added to, while if the toggle is on the second setting the tool works as is.[/QUOTE]
So, by "cannot be added to," do you mean that if other advanced spawners are constrained to it, they won't act as parts of the same network?
That would be possible, though it might be a little kludgy, and I can see some potential for confusion. The spawner network is currently an implicit construct -- it exists in the set of constraints connecting a set of spawners. To implement this feature, I'd have to add a secondary layer of information to list all the members of a "closed" network, and use that instead of traversing the system of constraints.
Can you give me some more information about the sort of things you'd want to use that feature for? Maybe there's a better or more elegant way to achieve the same thing.
Full of awwwwwwwwwyeaaaaaaaaaaaaaaaaaaaaaaa
This is godlike. Now we can create easy to reload missile launchers and shit.
Thank you very much.
[QUOTE=MrAccident;16084416]So, by "cannot be added to," do you mean that if other advanced spawners are constrained to it, they won't act as parts of the same network?
That would be possible, though it might be a little kludgy, and I can see some potential for confusion. The spawner network is currently an implicit construct -- it exists in the set of constraints connecting a set of spawners. To implement this feature, I'd have to add a secondary layer of information to list all the members of a "closed" network, and use that instead of traversing the system of constraints.
Can you give me some more information about the sort of things you'd want to use that feature for? Maybe there's a better or more elegant way to achieve the same thing.[/QUOTE]
Yes, that's quite what I mean. It would be useful for making multiple spawners on one contraption in, for example, spacebuild - making both missile launchers and bomb deployers and that kind of thing.
[QUOTE=Skyhawk;16087384]Yes, that's quite what I mean. It would be useful for making multiple spawners on one contraption in, for example, spacebuild - making both missile launchers and bomb deployers and that kind of thing.[/QUOTE]
Doesn't work for space build missle entities yet or GCX thats all I've tested:/
[QUOTE=Skyhawk;16087384]Yes, that's quite what I mean. It would be useful for making multiple spawners on one contraption in, for example, spacebuild - making both missile launchers and bomb deployers and that kind of thing.[/QUOTE]
Well, you can put multiple spawners on one contraption right now: a network of spawners has to be contiguous. That is, when traversing a network to gather up all the constraints and entities to spawn, it stops checking whenever it hits an entity that isn't an advanced spawner. In other words, it only traverses spawner-to-spawner constraints.
So, you can have multiple separate advanced spawner networks on the same contraption, as long as the networks aren't [i]directly[/i] constrained to each other.
I also get this error when I use it on a vehicle.
ERROR: Numpad Called Failed 'AdvSpawnerCreate' : sandbox\gamemode\commands.lua:669: Tried to use a NULL entity!
Can this work with Gbombs?
[QUOTE=MrAccident;16089732]Well, you can put multiple spawners on one contraption right now: a network of spawners has to be contiguous. That is, when traversing a network to gather up all the constraints and entities to spawn, it stops checking whenever it hits an entity that isn't an advanced spawner. In other words, it only traverses spawner-to-spawner constraints.
So, you can have multiple separate advanced spawner networks on the same contraption, as long as the networks aren't [i]directly[/i] constrained to each other.[/QUOTE]
I see... well that would work just fine then. Anyway, awesome tool ;)
[QUOTE=ray243;16093895]Can this work with Gbombs?[/QUOTE]
It'll be awesome when working as it could work. When I first time saw this tool I though "Great, now I can make thruster-powered GBombs" but when started GMod and tried it, It was only beeping (I have trouble with text messages other than console ones). So, plz manage it to work.
GODlike!
[QUOTE=RavMahov;16101693]It'll be awesome when working as it could work. When I first time saw this tool I though "Great, now I can make thruster-powered GBombs" but when started GMod and tried it, It was only beeping (I have trouble with text messages other than console ones). So, plz manage it to work.[/QUOTE]
Yeah, being able to spawn Gbombs would be neat, but unfortunately they don't even work properly with the advanced duplicator, so it may not be possible. (Without updating Gbombs to play nicely with the duplication system, that is.)
Have you tried duplicator.copy instead of the class.args
Will there (or is there) an option to save spawner networks, like how the AdvDupe saves contraptions? I have some things that I want to be able to dupe in another map without having to build them, but the AdvDupe can't handle them.
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