Advanced Prop Spawner - Spawn Entities and Contraptions!
130 replies, posted
amazing
[QUOTE=Toomin;16104425]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.[/QUOTE]
Well, you can save advanced spawner networks using the Advanced Duplicator. However, currently the spawners can't handle anything that the Advanced Duplicator can't handle already, so I doubt it would be helpful in that case anyway.
As I mentioned before, I'm going to try to fix it up in the next version so that it can spawn anything that the Advanced Duplicator can dupe. However, if a scripted entity just positively does not support duplication, then there's not much I can do about it. That's something you'd have to take up with whoever wrote that scripted entity. ;)
Wow, i made a thread requesting this a while ago!
Thanks for creating it!
Miracles. I always wanted this.
You sir, are a genious :v:
I think a lot of you need to know that the advanced duplicator/prop spawner had all these features intentionally not included for a reason. Just be very careful if you put this on a dedicated server or any other situation without an admin on 24/7. It can get out of control way too fast even with some of the current limits.
/r/in SVN
[QUOTE=MrAccident;16112237]Well, you can save advanced spawner networks using the Advanced Duplicator. However, currently the spawners can't handle anything that the Advanced Duplicator can't handle already, so I doubt it would be helpful in that case anyway.
As I mentioned before, I'm going to try to fix it up in the next version so that it can spawn anything that the Advanced Duplicator can dupe. However, if a scripted entity just positively does not support duplication, then there's not much I can do about it. That's something you'd have to take up with whoever wrote that scripted entity. ;)[/QUOTE]
Why no one thought about spawning selected entity/prop/shit like throught spawnlist (without reading all shit about ent) and then freeze (if wanted) constraint and other. If I can code Lua, then I'll try, but now wanna thrusted gbombs :(
as you said before, it currently uses a 0.33 delay, used for the wire prop spawner.
But you can remove the delay by updating the wire prop spawner again with a 0 delay.
does this happen for the advanced prop spawner?
[QUOTE=MrAccident;16102604]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.)[/QUOTE]
But advance duplicator does work for gbombs, and with the duplicator as well.
[QUOTE=Andy_1305;16135264]as you said before, it currently uses a 0.33 delay, used for the wire prop spawner.
But you can remove the delay by updating the wire prop spawner again with a 0 delay.
does this happen for the advanced prop spawner?[/QUOTE]
Ah, yes, it does. I just used the same code for the base stuff as the wire prop spawner, so apparently I got the same deficiency. :P
Well, one more thing to fix!
[QUOTE=-TB-;16143962]But advance duplicator does work for gbombs, and with the duplicator as well.[/QUOTE]
Ah, I just checked it again. It seems to work with most of them, however some (like the 500 pound bomb) just give script errors and no damage when detonated.
an svn of this would be nice, great tool i always wanted one of these.
Theory.
I think, now we have all the tools needed to make a von Neuman drone.
- Advanced Prop Spawner.
- Stool turret.
- Wired Wirer.
- Wired Nailer.
- E2.
- Hoverdrive.
How it could work: You have a contraption that you want to copy. It could even be the exact copy of this contraption. This contraption is E2 controlled.
1) your replicator contraption aims the Stool turret containing Advanced Prop Spawner stool at the contraption and shoots, making a contraption spawner.
2) You then aim the wired wirer to temporary wire the spawn output to the E2, E2 commands to spawn the entity.
3)Then you unwire the spawner from E2 and with applyforce move a hoverdrive near the spawned prop and use nailer to weld them together.
4)You (contraption) spawn a different E2 with the advanced spawner, move it to the hoverdrive, and nail them together. You then wire hoverdrive to that E2. That E2 is countdown-activated, and it tells the hoverdrive to teleport the spawned contraption where you want.
5)Then the second E2 deletes itself and the hoverdrive, but not the contraption.
6)If you want to make more copies, go to step 2.
7)If you are done, a third kind of E2 is spawned through Adv.Prop spawner, ApplyForced to the spawner you created at step 1, you wire them together with wirer. You nail them together with nailer.
8)Third E2 is also countdown-activated and it does a selfDestructAll() resulting in spawner being removed.
9)Replicator is intact and needed number of copies of absolutely any kind of contraption is created and moved to desired coordinates. Yay!
Diagram:
[img]http://img442.imageshack.us/img442/286/replicator.png[/img]
(actually, instead of nail-hoverdrive-selfdestruct part, we'll just use hoverdrive with grabber)
Now tell me, did you like my idea?
Edit: This picky facepunch resising makes it look like a cheap jpeg now :<
Awesome.. Simply awesome.
Ah, I just checked it again. It seems to work with most of them, however some (like the 500 pound bomb) just give script errors and no damage when detonated.[/QUOTE]
Yea that small part is the creator's doing, but for the most part they all do work. That is why I suggested duplicator.copy() function.
Does it work with "Amraam Addon"?
It didn't work for me... :S
I just put a Radio to command the amraam, useful for planes (Have a look on Tom Clancy's HAWX in GMod thread ;D)
But it didn't spawn anything, it gave me "can't spawn wired_missile" or something like this...
[QUOTE=Andy_1305;16135264]as you said before, it currently uses a 0.33 delay, used for the wire prop spawner.
But you can remove the delay by updating the wire prop spawner again with a 0 delay.
does this happen for the advanced prop spawner?[/QUOTE]
wire prop spawner's got lowered to 0.1 (and fixed) :)
and it never really was 0.33 but 0.2. 0.33 was just the value it was set to if below 0.2.
networks should maybe have a size-dependent delay?
[editline]02:11AM[/editline]
[QUOTE=RavMahov;16129064]Why no one thought about spawning selected entity/prop/shit like throught spawnlist (without reading all shit about ent) and then freeze (if wanted) constraint and other.[/QUOTE]
with default options? with your current options?
or do you mean it should make an exact copy of the entity?
That would be very wasteful, since entities usually have quite a bit of redundant information.
and dupes are already large enough
PS:
I must say your adv prop spawner triggered a bunch of useful changes in the regular wired prop spawner as well :)
people supplied lots of ideas and patches, probably inspired by your addon.
almost forgot it:
I added an "anti minge" feature to wire prop spawner, when I added the velocity setting, that you might want to add as well:
[lua]if not ent:IsPlayerHolding() then -- minge protection :)
phys2:SetVelocity( Vel )
phys2:AddAngleVelocity( aVel - phys2:GetAngleVelocity() ) -- No SetAngleVelocity, so we must subtract the current angular velocity
end[/lua]
This is a great tool! Exactly what is sometimes needed.
However, I have a problem. Or rather a suggestion for improvement:
I've built a Missile Launcher Buggy.
It's totally awesome and it can fire two rockets an a big arc.
I have, however, no effective way of reloading.
I could duplicate the rockets and put them in the launchers manually, but that would recuire me to get out of the car. So I thought I would advance prop spawnthem into place. The problem is that I must greatly reduce the weight of the missiles for the thrusters to be able to bear them. Weight is not saved in the spawner.
So, what I get is a faulty launcher where either the missiles can't get out thus burns in the launchers until they explode due to collition with the launchers themselves or the missiles' weight lowers the launchers to lower angles so that they eventually come out slowly and then crawls along the ground.
I took a look at the code myself. I have no experience or knowledge of LUA coding but I think I managed to make it get the weight of the entity (Java and Visual Basic classes have taught me well to understand coding in general). However, I have still to figure out how to assign the weight to the spawner.
While I did this I constantly compared the codes of the Advanced Prop Spawner and the Weight Tool. This was not easy because of my lack of LUA experience and because the codes were written by diffrent authors and thus in diffrent styles.
I would greatly appreciate it if weight copying was included in the next update.
I will get back to you if I myself figure out how to do it.
I have nothing to offer but my gratitude and the blueprints for my Missile Launcher Buggy. ;)
That would be a good addition.
[QUOTE=pokeman;15975742]Awesome this is exactly what I wanted, now I have a way to resupply wire missile launchers etc without having to spawn them myself :smile:
Does it have a wire input to spawn?
[B]EDIT:[/B] Woot it does! All we need now is those wire constraints.[/QUOTE]
HELL YES, WHAT YOU JUST SAID IS WHAT I'VE WANTD FOR A LOOONG TIME! i want to attach some wired missile launchers to my plane xd then wire it to my seat
Havent tested it yet. But as many ppl say. It's a really nice tool you've made. Very usefull. And a big +++++ for the lol picture :D
EDIT: Found a bug. It doesnt spawn the props with the correct weight.
Example:
Default weight: 15
Custom weight to like 50
then when adv spawned:
Weight 15
It doesnt adv spawn with correct weight.
I just cant wait until it gets fixed!
I Love You So MUCH!!! PLEASE TAKE MY BABIES!
Oh and I also would greatly appreciate it if weight copying was included in the next update. Then it would be PERFECT!!! Also can it copy SENT?
Then I could use Garry's bombs 3 and finally make my howitzer with almost authentic ammunition!!! SEX!
[QUOTE=Tony57;16263061]Havent tested it yet. But as many ppl say. It's a really nice tool you've made. Very usefull. And a big +++++ for the lol picture :D
EDIT: Found a bug. It doesnt spawn the props with the correct weight.
Example:
Default weight: 15
Custom weight to like 50
then when adv spawned:
Weight 15
It doesnt adv spawn with correct weight.
I just cant wait until it gets fixed![/QUOTE]
That's exactly what my post was about. :P
[QUOTE=Nikita;16153213]Theory.
I think, now we have all the tools needed to make a von Neuman drone.
- Advanced Prop Spawner.
- Stool turret.
- Wired Wirer.
- Wired Nailer.
- E2.
- Hoverdrive.
How it could work: You have a contraption that you want to copy. It could even be the exact copy of this contraption. This contraption is E2 controlled.
1) your replicator contraption aims the Stool turret containing Advanced Prop Spawner stool at the contraption and shoots, making a contraption spawner.
2) You then aim the wired wirer to temporary wire the spawn output to the E2, E2 commands to spawn the entity.
3)Then you unwire the spawner from E2 and with applyforce move a hoverdrive near the spawned prop and use nailer to weld them together.
4)You (contraption) spawn a different E2 with the advanced spawner, move it to the hoverdrive, and nail them together. You then wire hoverdrive to that E2. That E2 is countdown-activated, and it tells the hoverdrive to teleport the spawned contraption where you want.
5)Then the second E2 deletes itself and the hoverdrive, but not the contraption.
6)If you want to make more copies, go to step 2.
7)If you are done, a third kind of E2 is spawned through Adv.Prop spawner, ApplyForced to the spawner you created at step 1, you wire them together with wirer. You nail them together with nailer.
8)Third E2 is also countdown-activated and it does a selfDestructAll() resulting in spawner being removed.
9)Replicator is intact and needed number of copies of absolutely any kind of contraption is created and moved to desired coordinates. Yay!
Diagram:
[img]http://img442.imageshack.us/img442/286/replicator.png[/img]
(actually, instead of nail-hoverdrive-selfdestruct part, we'll just use hoverdrive with grabber)
Now tell me, did you like my idea?
Edit: This picky facepunch resising makes it look like a cheap jpeg now :<[/QUOTE]
It's a good thing contraptions can't go between servers.
Interesting idea, I'd love to see it implemented practically.
Got tired of waiting for sents and weight to be fixed hope you don't might I uploaded this I read on the wire forum that you wouldn't care and you haven't been on for a long time.
Fixed Sents(entities from the entity tab) but if the duplicator wont work for it it will give some errors such as Gbombs.
Fixed a auto undo bug.
Fixed wire spawning.
Fixed thrusters not auto-undoing after they came off their original prop.
Added weight saving.
Added gravity toggle.
Edit* sorry there was a bug with wire but its fixed in this one.
[url=http://www.garrysmod.org/downloads/?a=view&id=75418][img]http://www.garrysmod.org/img/?t=dll&id=75418[/img][/url]
Great job i was wondering if you could add something though. I am a admin on a server currently down atm we got hacked but we could of still played if we had gravity gun phys gun and tool gun which we spawned without and i just wana make a vending machine that stays at the spawn and they can click a button so they can get it if they for some reason spawn without it also i want to make it for guns and drugs that i can sell but the first part is more important
[editline]07:24PM[/editline]
[QUOTE=-TB-;16531957]Got tired of waiting for sents and weight to be fixed hope you don't might I uploaded this I read on the wire forum that you wouldn't care and you haven't been on for a long time.
Fixed Sents(entities from the entity tab) but if the duplicator wont work for it it will give some errors such as Gbombs.
Fixed a auto undo bug.
Fixed wire spawning.
Fixed thrusters not auto-undoing after they came off their original prop.
Added weight saving.
Added gravity toggle.
Edit* sorry there was a bug with wire but its fixed in this one.
[url=http://www.garrysmod.org/downloads/?a=view&id=75418][img]http://www.garrysmod.org/img/?t=dll&id=75418[/img][/url][/QUOTE]
Can you also make it so we can use it on weapons
Um I'm not sure what you mean by weapons, but if you shoot a npc that has a gun and use the advance prop spawner on his gun. You can then spawn that weapon and pick it up as ammo or a gun.
Version 1.2
Can now spawn vehicles. (Except the jeeps because there is some wierd bug with them)
Can now spawn NPCs.
Cleaned up the code of how it spawns each different class.
[url=http://www.garrysmod.org/downloads/?a=view&id=76416][img]http://www.garrysmod.org/img/?t=dll&id=76416[/img][/url]
Downloading now. Yay NPC and Vehicles!
just what i needed ^^ thx
is it possible to support trails too?
the trail tool stores and entity modifier with the entity. adv prop spawner SHOULD apply those modifiers as well.
many problems can arise from not applying them, including wire entities not working properly
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