Kyle is an old friend, I could give him a quick ask I suppose.
[QUOTE=Jimjim32;19575644]Kyle is an old friend, I could give him a quick ask I suppose.[/QUOTE]
:) Thanks. I think all we need is something that generates air resistance similar to a hoverball without the lift.
Wasn't e2 air resistance covered in the pod racer tread?
Something like Entity:applyForce(Entity:vel() * -1) could be modified to make air brakes?
[QUOTE=xroblade;19578080]Wasn't e2 air resistance covered in the pod racer tread?
Something like Entity:applyForce(Entity:vel() * -1) could be modified to make air brakes?[/QUOTE]
I wasn't very fond of the pod racer code cause it'd have a habit of failing when going across walls and such.. But i didn't really look at that part, i suppose i could give it a go over.
[QUOTE=Cantido;19569688]If you know of some e2 airbrakes then post it. I'm interested.[/QUOTE]
[code]@name Parachhute
@inputs On E:entity
@outputs
@persist
@trigger
runOnTick(1)
if(On){E:applyForce((-E:vel()) * E:mass())}
[/code]
Fairly simple. Just give it an entity with entity marker and then a button or input of some sort.
I really think switched off hoverballs work, and that seems a more practical method. And more universal of course.
[QUOTE=Jimjim32;19609987]I really think switched off hoverballs work, and that seems a more practical method. And more universal of course.[/QUOTE]
And more impossible to roll. And more impossible to make follow the ground. And more hoverball-y. No offense, but switched off hoverballs, or even wire hoverballs are just not a good idea.
[QUOTE=Jimjim32;19609987]I really think switched off hoverballs work, and that seems a more practical method. And more universal of course.[/QUOTE]
you mean the wire hoverballs?
[QUOTE=Cantido;19615786]you mean the wire hoverballs?[/QUOTE]
No, I think he means the toggle-able hoverballs. I think it is in Conna's tools?
ya wire hoverballs do nothing when off >.>
ok E2s are hard? Every time I spawn a contraption containing one, it falls off and is dead and stuff.. but it works before I save it...
um halp?
Anyway- k already have my model complete; If I fix e2 I'll wire it up and finish the F-Zero base.
Soo, who makes map?..
[original comment below sucks so goway]
[QUOTE=G-Foxx;19620799]Hay read plz thanks
Rangers + thrusters = best, due to upside-downness..
Also may want a suction type of thing so the craft stays on the track while upside-down.
Too far, pushes down a little. Too close, pushes up. And the opposite for when upside down.
+, if the ranger is like >200 or something, it will cancel all hovering (for jumps)
Fins for stability and steering... then ur good to go- simple you damn idiots
Somewon build prototype so we can be all Rrrrrrrrrnnn pew pew pew! boooom "oh shiiiiiit!!!"
Mine will be penis shaped. I called it.
Sept I can't play online :'((([/QUOTE]
An e2 would be better.
Ok, I had a look with wire Hoverballs, the resistive effect is gone when they're switched off, and they're unusable when on due to the fact that they seem to try to hover. Also, mac, please don't try to patronise me, I'm been using gmod for long enough that I know how hoverballs work. And for that matter how to use wire and e2.
[QUOTE=Jimjim32;19660948]Ok, I had a look with wire Hoverballs, the resistive effect is gone when they're switched off, and they're unusable when on due to the fact that they seem to try to hover. Also, mac, please don't try to patronise me, I'm been using gmod for long enough that I know how hoverballs work. And for that matter how to use wire and e2.[/QUOTE]
If you don't mind using hoverballs to actually make it hover, you could use a ranger to determine the ship's height and then decide wether to increase or decrease height input of the wire hoverball. That way you get hover that conforms to the ground and air resistance as well.
[QUOTE=krail9;19675319]If you don't mind using hoverballs to actually make it hover, you could use a ranger to determine the ship's height and then decide wether to increase or decrease height input of the wire hoverball. That way you get hover that conforms to the ground and air resistance as well.[/QUOTE]
I did this along time ago, and it works well, But, if the contraptions upside down, it fails miserably :P Vec thrusters were much more useful.
E2
I think it would be possible to use the selfaware function for e2 to do this, but instead I'll take a look at the hoverball entities code and see if it's possible to steal some air resistance from that.
[editline]02:25PM[/editline]
With more effort than it should have been, I've found the hoverball code in the gcf.
[editline]02:35PM[/editline]
I'm very out of practise / pretty terrible to begin with at using lua, but looking at it the bit of code which interests me is the
[code]if ( AirResistance > 0 ) then
Linear.y = physVel.y * -1 * AirResistance
Linear.x = physVel.x * -1 * AirResistance
end[/code]
Where GetAirResistance() is a function that has been defined beforehand, I think it should be a simple matter to attach this snippet to an entity to allow that entity to become more resistant, but I appreciate being told I'm wrong, so do go ahead and tell me if it's futile.
[QUOTE=Jimjim32;19682505]I think it would be possible to use the selfaware function for e2 to do this, but instead I'll take a look at the hoverball entities code and see if it's possible to steal some air resistance from that.
[editline]02:25PM[/editline]
With more effort than it should have been, I've found the hoverball code in the gcf.
[editline]02:35PM[/editline]
I'm very out of practise / pretty terrible to begin with at using lua, but looking at it the bit of code which interests me is the
[code]if ( AirResistance > 0 ) then
Linear.y = physVel.y * -1 * AirResistance
Linear.x = physVel.x * -1 * AirResistance
end[/code]Where GetAirResistance() is a function that has been defined beforehand, I think it should be a simple matter to attach this snippet to an entity to allow that entity to become more resistant, but I appreciate being told I'm wrong, so do go ahead and tell me if it's futile.[/QUOTE]
I guess what your doing could work, but why would you want to go to the trouble? Wouldn't it be easier just to use a simple e2 such as the one MacTrekkie posted? That way it works on all servers as well.
Because sometimes applying force via your chip is irritating or problematic? I don't know, I was just brainstorming.
[QUOTE=krail9;19691044]I guess what your doing could work, but why would you want to go to the trouble? Wouldn't it be easier just to use a simple e2 such as the one MacTrekkie posted? That way it works on all servers as well.[/QUOTE]
MacTrekkies uses a whole lot of rangers and other unnecessary stuff that can all be done from one e2 instead.
Although yeah, don't use lua to do this when you can use an expression2.
[QUOTE=kp3;19799952]MacTrekkies uses a whole lot of rangers and other unnecessary stuff that can all be done from one e2 instead.
Although yeah, don't use lua to do this when you can use an expression2.[/QUOTE]
I believe he was talking about the "parachute" E2 I posted, not the hovering platforms.
Sick.
hello i have uploaded a F-zero styled car . here the link [url]http://www.garrysmod.org/downloads/?a=view&id=94129[/url]
Cool idea, bro.
I know nothing about E2 or ever advanced wire (still can't figure out how to wire an input to 2 outputs...)
If you're gonna recreate any of the WipEout vehicles, I'd suggest starting out with Feisar, Quirex, or Goteki, because those ones are relatively geometrical and easy to make.
On this very old topic, I stand by applying a force via a chip is problematic, however you look at it.
[QUOTE=tonykattvc;20910923](still can't figure out how to wire an input to 2 outputs...)[/QUOTE]
The tricky thing is that you don't, haha.
An input gets data from one output, not multiple.
An output can have theoretically infinitely inputs wired to it.
Holy shit I completely forgot about this thread - I made a car for it earlier:
It's based on a wipeout car
[IMG]http://dl.dropbox.com/u/1317195/wipeout1.JPG[/IMG]
[IMG]http://dl.dropbox.com/u/1317195/wipeout2.JPG[/IMG]
[IMG]http://dl.dropbox.com/u/1317195/wipeout3.JPG[/IMG]
[IMG]http://dl.dropbox.com/u/1317195/wipeout4.JPG[/IMG]
Keep in mind I haven't actually played wipeout this is more of my own interpretation :v:
[QUOTE=Vendetta8678;21215629][media]http://www.youtube.com/watch?v=e6hKILqiK0Y[/media][/QUOTE]
That's surprisingly a pretty good use of props, I applesauce you :golfclap:
Good work.
[QUOTE=Cantido;19305744]I guess people have forgotten how to use wire rangers to determine ground clearance and to use it apply the right amount of thrust to keep a chassis hovering at just the right spot. I love old wire solutions.
A simple equations such as (Height - Ranger) + {Multiplier[Delta(Height - Ranger)]} can be made is simple wire in just minutes. Put a ranger and a Thruster at the four corners of your hovercraft and BOOM! You'll have a hovering chassis that adapts to what's under it.[/QUOTE]
Mine was Ranger negated plus hoverheight and weight divided by number of thusters
[editline]10:59PM[/editline]
Applause!
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