I like how this thread is 25% E2 discussion, 25% Pawn Stars, and 50% anger toward one person.
Sestze's walking chip: one of the three E2s other people have used that I've ever used.
The other two are GD's aim chip (very briefly used it), and Karb's lawliet.
[editline]1st January 2011[/editline]
This is awesome sestze, thanks for releasing it for us!
[editline]1st January 2011[/editline]
[QUOTE=lazermaniac;27092553]To idiots requesting the mech saves: stop being lazy jackasses and build your own![/QUOTE]
holy shit you still post here?
This is very nice, I like how you didn't release the actual mechs, just the E2.
I rekon if you released the mechs themselves, we'd see them on every server like Drunk Combine. At least when you make one with the E2, you can show it off.
Now the torso will sort of go back to it's starting angles all the time. I can move it a tiny bit but it just goes back to where it was earlier. No settings changed.
Cumulative output on the eyepod, Kp3.
I might just fire up GMod again.
[QUOTE=Downsider;27128784]I might just fire up GMod again.[/QUOTE]
Do it, not like we'd rip the shit out of anything you post.
Alright, Sestze, I have a bit of an issue with your chip. I got it all walking perfect and shit, but how can I mess around with the jetpack? I know i can mess with the max thrust and all that, but it's ass to control while flying. Tips?
Man, i've already builded a mech for the chip xD, BUT it's a little same looking as yours since i had to get one working before making my own looking if you know what i mean. :P
I'm just gonna fix page two for you guys :h:
[QUOTE=DONUT KING;27135103]Alright, Sestze, I have a bit of an issue with your chip. I got it all walking perfect and shit, but how can I mess around with the jetpack? I know i can mess with the max thrust and all that, but it's ass to control while flying. Tips?[/QUOTE]
Increase the special damping amount, increase the increment/decrement amount, reduce max to about 140. Dance all night.
I'm just going to post whatever I build with legs in here.
This post brought to you by the e2 function mRotation()
[media]http://www.youtube.com/watch?v=Yt1-0YF80to[/media]
I'm not getting scratchpoint to work with prop legs. It's a simple setup with 4 legs.
[media][IMG]http://i51.tinypic.com/hwl5eg.jpg[/IMG][/media]
Blood is ballsocket. Eye is axis.
There are no special settings on the ballsockets. They rotate freely. Same as axis. (This is of course not ideal if i would be building a real mech as it would look stupid).
The problem I'm getting is that as soon as i start trying to move it forward or in any direction it starts spazzing and flying. If i replace the props with ropes it will work perfectly. The legs are all weighted 1 so they shouldn't interfere in any way especially as they rotate freely. I don't have a clue what could be wrong. Any thoughts?
-Snip-
I get a lot of complaints about my chips having too many variables, so I have updated the OP with a new chip called bfw_v1. Basically, you put in the models of your hip, feet, and torso in lowercase into the beginning of the chip, apply it to your mech that's facing north/south, and it does the rest. You wirelink it to an advanced pod controller, and wire up a cumulative eyepod, and it will walk.
On one hand that's really nice and kinda a cool idea.
On the other hand if you can't bother to wire "8 to Fore", you don't really deserve this in my opinion...maybe I'm a jackass (probably the case), but if you spend the time to write something this complicated, someone else should be able to wire simple things like 8 --> Fore.
It's not the wiring 8 to For, or things like that. It's the issue of dealing with all the variables in the chip, like steplength, stepheight, throttle multiplier, turning multiplier, force multiplier, jump multiplier, etc.
a list of 12-16 variables is kind of daunting, even if there are comments. I understand why people would complain, but laziness does also factor into it.
Good point...though I'm still erring on laziness being a big factor. How will it be adaptable without the variables though? My first try my mech ran away from me like he was scared and I had to fuck with it for a good while to get it to work.
worked on three different frames I built today.
:golfclap:
Thanks for releasing this chip Sestze, I had thought that I would need to take months to accumulate enough E2 experience to code a walking chip myself, but now I can make those mechs I have always wanted!
[QUOTE=Sestze;27086524]Scratchpoint is pretty simple. You need to weld the chip to the base, and aim it forward w/r/t the mech. Name your feet models, and your torso models in the chip. Make sure they're constrained to the rest of the body. Copy, paste, and type !reset.
Spazzing can arise from your hip weighing too little, your feet too much, your torso too much, the moon being in it's third quadrant, and whether or not you sacrificed a goat this month.
Tigercat, I'm not releasing anything. All the tools are here.[/QUOTE]
The reason i say FUCK YOU is because of the fact, I CANT FIGURE OUT MECH LEGS! how to build them!
[QUOTE=tigercat2000;27268042]The reason i say FUCK YOU is because of the fact, I CANT FIGURE OUT MECH LEGS! how to build them![/QUOTE]
dude, model the basic idea of mech legs out of your own legs. If you can't do it in 3 props per leg, then try more props. Basic mech legs can be done with just the axis tool. You don't need to use adv. ballsocket.
Haven't been in the contraption's section in a couple of weeks now and well have to say thank-you for posting your updated E2's for the mechlegs and a tutorial on how to use them.
When i get my PC back going to try and make a mech using your e2
Ok, I am having a problem with the scratchpoint walking. I have ballsocketed all my legs, set the weights accordingly, and entered the foot and torso models into the right fields, but when I try to pilot the mech it just flops to the ground like the E2 is doing nothing.
did you wire the activated input to 1?
Uh oh, looks like this thread just died
Its not dead anymore!
[editline]10th January 2011[/editline]
i bumped it harharhar
May i ask in the interests of many, of why the valuable codes have been removed?
in short
[QUOTE=Sestze;27079372]<derp>[/QUOTE]
Why this?
Codes have been replaced with derp. Okay then :confused:
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