[QUOTE=fkim5778;38202834]can this use with wire mod?[/QUOTE]
I think its meant to be its own logic system separate from wiremod.
Though Wiremod support would be nice.
May I recommend the ability to rotate the entities along the surface when you place them, so we can have our logic gates facing upwards and such? It'd just make everything a little neater.
Oh, and I'd like to see an option where the timer pauses on off like how you can set it to reset when off.
I'll push out an update to this in the near future with a couple things.
Freeze Sensor (not just 0 velocity, but physically frozen in place)
[vid]https://dl.dropbox.com/u/61834656/Videos/gm_flatgrass%202012-11-3%2009-25-25.webm[/vid]
Rotation! (15 and 45 degree increments)
[vid]https://dl.dropbox.com/u/61834656/Videos/gm_flatgrass%202012-11-3%2017-37-08.webm[/vid]
I might also include an early version of a player input sensor. You'll just attach it to any vehicle (Jeep, seat, pod, etc.) and it will have outputs for the movement keys, primary/secondary fire, reload, sprint, etc. It also has an output that's on as long as someone is sitting in it, which can be hooked up to a camera to force your own camera angle if you set up a cool little vehicle.
[vid]https://dl.dropbox.com/u/61834656/Videos/gm_flatgrass%202012-11-3%2018-03-42.webm[/vid]
Suggestions welcome. :smile:
oh man an input sensor is the only thing this addon needs, very happy to see you're making one!
Haha! I have no clue what I'm doing! ' u '
This is so cool, I have 1 question though, in what directory should we put custom sounds?
Is it just me or I can't go any further than 32 for the counter ?
I used to go up to very big numbers (Didn't care if it was getting out of the screen...), now I can't finish my binary calculator :rolleyes:
[QUOTE=Draze;38358065]This is so cool, I have 1 question though, in what directory should we put custom sounds?[/QUOTE]
Create a new directory in the "garrysmod/sound" folder, and put all your custom sounds in there.
I had a little bit of time today, and did a binary translator with Check 'Em
[URL="http://imageshack.us/f/11/poster121108192242.jpg/"]Binary Translator[/URL]
[URL="http://imageshack.us/f/801/gmflatgrass0036.jpg/"]Binary Translator : Byte Value[/URL]
[URL="http://imageshack.us/f/819/gmflatgrass0037.jpg/"]Binary Translator : Binary Adder[/URL]
[URL="http://imageshack.us/f/850/gmflatgrass0032.jpg/"]Binary Translator : Letter A[/URL]
[URL="http://imageshack.us/f/15/gmflatgrass0033p.jpg/"]Binary Translator : Letter B[/URL]
[URL="http://imageshack.us/f/855/gmflatgrass0034.jpg/"]Binary Translator : Letter C[/URL]
[URL="http://imageshack.us/f/713/gmflatgrass0035y.jpg/"]Binary Translator : Letter D[/URL] ...
[B][U]How does it works ?[/U][/B]
Simple, you use the binary adder to change the converted letter.
A = 1
B = 2
C = 3 and so on...
It uses 5 batteries to represent a 5 number byte : 00000.
00001 = 1
00010 = 2
00011 = 3
00100 = 4
And that, up to 32 actually, but it is enough for 26 letters to store.
On the letters preset, it checks which byte adder is activated or not, which makes that when the letter preset : A, detects that only the byte adder that adds 1, is activated (A = 1), then it outputs to the letters pixel input, which goes to the monitor, to represent the letter A.
[QUOTE=Fleskhjerta;38359462]
Create a new directory in the "garrysmod/sound" folder, and put all your custom sounds in there.[/QUOTE]
Thanks so much, and this addon is great. I can't wait for that payer input sensor. :downs:
[QUOTE=Fleskhjerta;38372146]I had a little bit of time today, and did a binary translator with Check 'Em
[URL="http://imageshack.us/f/11/poster121108192242.jpg/"]Binary Translator[/URL]
[URL="http://imageshack.us/f/801/gmflatgrass0036.jpg/"]Binary Translator : Byte Value[/URL]
[URL="http://imageshack.us/f/819/gmflatgrass0037.jpg/"]Binary Translator : Binary Adder[/URL]
[URL="http://imageshack.us/f/850/gmflatgrass0032.jpg/"]Binary Translator : Letter A[/URL]
[URL="http://imageshack.us/f/15/gmflatgrass0033p.jpg/"]Binary Translator : Letter B[/URL]
[URL="http://imageshack.us/f/855/gmflatgrass0034.jpg/"]Binary Translator : Letter C[/URL]
[URL="http://imageshack.us/f/713/gmflatgrass0035y.jpg/"]Binary Translator : Letter D[/URL] ...
[B][U]How does it works ?[/U][/B]
Simple, you use the binary adder to change the converted letter.
A = 1
B = 2
C = 3 and so on...
It uses 5 batteries to represent a 5 number byte : 00000.
00001 = 1
00010 = 2
00011 = 3
00100 = 4
And that, up to 32 actually, but it is enough for 26 letters to store.
On the letters preset, it checks which byte adder is activated or not, which makes that when the letter preset : A, detects that only the byte adder that adds 1, is activated (A = 1), then it outputs to the letters pixel input, which goes to the monitor, to represent the letter A.[/QUOTE]
That's fucking cool. I'll up the counter limit next update.
The thing is, I could go up to very big numbers some days before, but since like 2 days I can't anymore, only 32 maximum :tinfoil:
I think it's Garry that did some kind of ninja update...
[vid]https://dl.dropbox.com/u/61834656/Videos/gm_flatgrass%202012-11-8%2019-52-51.webm[/vid]
Input sensor is pretty much done, expect an update in the next day or two.
[QUOTE=Aska49;38378425][vid]https://dl.dropbox.com/u/61834656/Videos/gm_flatgrass%202012-11-8%2019-52-51.webm[/vid]
Input sensor is pretty much done, expect an update in the next day or two.[/QUOTE]
I love you.
I was once again messing around with Check 'Em, and accidentally discovered something amazing !
I was messing with toggle gates to see how fast Check 'Em is to transfer power to another gate, so I did 8 toggle gates and wired them altogether, and noticed something strange, at first, all the toggle gates go on instantly, but then when I pressed the bouton again only the first toggle gate went off, so it didn't powered the other gates to go off also.
Pressed again, and the first one went on, to power the second one to go off, and can't power the rest once again.
Once again, the first one went off and couldn't power the second one to go on, and noticed that it acted EXACTLY like a byte, only inverted, like the cross would mean 1, and the check would mean 0.
So I did a little system to show you more clearly how it works, with counters below each toggle, and when it shows a cross (Not powered), the not gates increments the counter by 1, and when the toggle is powered, the toggle resets the counter to show 0.
I also did a counter to see how many times we pressed the bouton, and also to see the binary value of that byte since it adds one to the byte by each press.
(Linked the images since they are huge)
[URL="http://imageshack.us/a/img651/3439/gmflatgrass0038.jpg"]The Initial situation of the byte[/URL]
[URL="http://imageshack.us/a/img40/1056/gmflatgrass0039.jpg"]Verification of the byte value[/URL]
And this isn't only limited to 8-bit bytes.
This could go on forever, even with 64-bit values ! Which means that you could store a number up to 18,446,744,073,709,551,615, and that without using a counter !
We are leading to the computer era with Check 'Em right there :dance:
[QUOTE=Fleskhjerta;38383894]I was once again messing around with Check 'Em, and accidentally discovered something amazing !
I was messing with toggle gates to see how fast Check 'Em is to transfer power to another gate, so I did 8 toggle gates and wired them altogether, and noticed something strange, at first, all the toggle gates go on instantly, but then when I pressed the bouton again only the first toggle gate went off, so it didn't powered the other gates to go off also.
(blah blah...)
[URL="http://imageshack.us/a/img651/3439/gmflatgrass0038.jpg"]The Initial situation of the byte[/URL]
[URL="http://imageshack.us/a/img40/1056/gmflatgrass0039.jpg"]Verification of the byte value[/URL]
And this isn't only limited to 8-bit bytes.
This could go on forever, even with 64-bit values ! Which means that you could store a number up to 18,446,744,073,709,551,615, and that without using a counter !
We are leading to the computer era with Check 'Em right there :dance:[/QUOTE]
Oh my god you created the most powerful machine in the world. By accident. Amirite?
Short awnser : Yes.
Hopefully this next update fills in some gaps with this addon's usability.
[vid]https://dl.dropbox.com/u/61834656/Videos/gm_construct%202012-11-9%2021-09-18.webm[/vid]
Way more useful for sensing in 3D space. :v:
Can you/could you add a custom angle to the sensor zone?
This would be even better if there was a compatibility layer to use Check'em inputs/outputs as Wiremod inputs/outputs.
Doesnt work with cap. The energy weapons bug.
When is the update coming out ? I can't wait to try it :dance: I already have tonloads of ideas in my head.
Submitted. Let me know if there are any problems!
[code]- Added Freeze Sensor.
- Added Player Input Sensor.
- Upped Counter's maximum limit.
- Added ability to rotate gates before you place them. Right click for 15 degrees, use+right click for 45 degrees.
- Updated all radial sensors to include an option for box sensing as apposed to sphere. Can size per-axis.
- Fixed gates with auxiliary inputs (timer, counter) having their output node on the inside and a dead output node on the outside.[/code]
[QUOTE=Llamalord;38095597]Id let you fuck my ass right now.[/QUOTE]
damn
I'm assuming this is your fault:
[url]https://github.com/FPtje/DarkRP/issues/134[/url]
I guess you're not adding it to cleanup or something. Any other entity works.
While I'm at it:
Retry in listen server while holding tool caused this:
[code][Check 'Em] lua/autorun/server/sv_checkem.lua:56: bad argument #2 to 'SetNetworkedInt' (number expected, got nil)
1. SetNetworkedInt - [C]:-1
2. unknown - lua/autorun/server/sv_checkem.lua:56
[/code]
You need to add Wire Mod compatibility and some more Modifiers.
There's really no reason for wiremod support. Check'Em deals completely with on and off states. So the only things that would really be compatible would be the logic chips in wiremod, which are basically the same as Check'Em's logic stuff anyways. Why would you want to use both together in the same contraption? The other Wiremod stuff like E2 wouldn't really have anything to do with Check'Em, and if for some reason you'd need an external logic chip for something why not just use what's already with wiremod?
More modifiers would be great of course. One that comes to mind is a weight changer. It will have an on and off weight. It could have 2 different ways of getting the weight: either set with exact numbers (eg 0 off, 200 on) or based on its default weight (eg default+0 off, default+200 on).
If you have the tool out, forcefully kill the player (:Kill()), respawn and pull the toolgun out again, you'll be spammed with:
[Check 'Em] lua/autorun/client/cl_checkem.lua:93: attempt to call method 'GetToolObject' (a nil value)
1. v - lua/autorun/client/cl_checkem.lua:93
2. unknown - lua/includes/modules/hook.lua:75
Oh my, that input sensor... I have so many ideas.
I HAVE BEEN WAITING FOR THIS FOR SO GOD DAMN LONG.
[QUOTE=CowThing;38427788]There's really no reason for wiremod support. Check'Em deals completely with on and off states. So the only things that would really be compatible would be the logic chips in wiremod, which are basically the same as Check'Em's logic stuff anyways. Why would you want to use both together in the same contraption? The other Wiremod stuff like E2 wouldn't really have anything to do with Check'Em, and if for some reason you'd need an external logic chip for something why not just use what's already with wiremod?
More modifiers would be great of course. One that comes to mind is a weight changer. It will have an on and off weight. It could have 2 different ways of getting the weight: either set with exact numbers (eg 0 off, 200 on) or based on its default weight (eg default+0 off, default+200 on).[/QUOTE]
Of course HURR DURR Dumb rating spam.
Now about yours response.
What i meant is that you can connect yours Check 'Em output with for example Wire Turret and other Wire and non-Wire tools, I agree with you that input integration is not needed because you can built circuit that will do what you need, but output compatibility would allow us to use more tools and have more possible things to build.
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