Garry's Mod
[E2] AntCore
70 commenti
>:) 12 lug, ore 7:46 
what? Bug? with chair? serius?
Sanders 29 mar, ore 12:46 
ok @Tenndex care to explain? cause i can show you how im doing it
Sawnik85 15 feb, ore 1:45 
anyone else having trouble with propSpawnASync(enable) not functioning?
Tenndex 18 gen, ore 1:51 
Works for me just fine.
Sanders 17 gen, ore 21:14 
ok sooo with this core its neat but the shootbolt has a MAJOR flaw. despite the holo it shoots from its not spawning from that holo! and i have to make sure the turret isnt near any walls or the bolt shoots backwards for some reason
Darmagon 28 ott 2024, ore 23:54 
On a server am having problems with n=propCanCreate() not detecting the e=propSpawn(svan) rate limit since this was added, believe the check may be getting overridden thinking propSpawnASync(n) is enabled.
Sanders 13 ott 2024, ore 20:09 
hey with the E:turretShoot() can you add a delay option? so we can make some tun turrets? like if you wanna have them fire slower then you could or faster?
Mardröm 21 mar 2022, ore 10:56 
my E2 is crashing whenever i use findClosestCentered(), the error says this:
entities/gmod_wire_expression2/core/custom/antcore.lua:746: attempt to perform arithmetic on field 'x' (a nil value)
as far as i can tell it's doing this only if it finds an entity, regardless of what i tell it to do with said entity or what i put in the pos/direction fields
Sanders 16 mar 2022, ore 21:33 
could you guys perhaps add onto this the option to fire things like missiles and ar2 alt fire stuff? would be nice for a defense system im working on'


if you can anyways thank you.
Sanders 7 mar 2022, ore 7:12 
thank you i forgot about that XD
Antonym  [autore] 7 mar 2022, ore 0:32 
@SANDERS
You could try holoEntity(400):toWorld(vec(-20,0,0)) instead of holoEntity(400):pos()
Antonym  [autore] 7 mar 2022, ore 0:31 
@idiosyncratic big fridge united
I either added setVelocity before propSetVelocity existed, or it wasn't in the e2 propcore version I was using at the time and yeah reverse compatibility and laziness
Antonym  [autore] 7 mar 2022, ore 0:15 
@Ellie yeah the gun's client side hit scan ignores changes to the hitbox, so that can't really be fixed in the extension sorry, the extension just calls glua's inbuilt resizing functions
OUIIJM GUIITPS 6 mar 2022, ore 9:00 
Lol
Sanders 5 mar 2022, ore 17:13 
so question im doing this: if(clk("fire")&ClearSight){Bolt=shootBolt(holoEntity(400):pos()+vec(-0,0,0),holoEntity(400):up()*Dist,5000) soundPlay(10,0.2,"@weapons/alyx_gun/alyx_gun_fire5.wav") and it works but i wanna know if there is a way i can change the spawn location of the bolt to be closer to the holo its controlled by?
prototype money stock broker 25 feb 2022, ore 5:05 
is there a reason setVelocity exists when propSetVelocity is a thing or is it there for backwards compatibility?
Ellie 27 set 2021, ore 3:37 
Oh yeah that works but for example if i get a stove and resize it visually an physically its hitbox wont work. If you shoot it there will be no "clink" sound effect of bullets hitting it and bullets will pass through it. I know the hitbox is there because players cant walk through it and projectiles hit it. Its just the bullets, I also found that even tho the bullets pass through if an enemy is inside a resized sphere for example blood will come out due to the bullets hitting him but no damage will be dealt
Antonym  [autore] 26 set 2021, ore 19:58 
try E:setModelScale for visual scaling
Ellie 21 set 2021, ore 13:45 
SetPhysScale(N) doesn't work correctly(I think). It resizes the props boundary box but the prop stays the same(unlike prop resizer where you can also see the prop resizing, despite not touching model scale). Furthermore the props collision is also messed up, you cant walk through the invisible barrier the props sets up but you can shoot through it, except projectiles. Would be amazing if you could make it perform the same as prop resizer(altering the phys scale alters the prop and its collision)
Sanders 5 ago 2021, ore 15:42 
doing Dist = 3500*(Find:pos()-holoEntity(1):pos()):normalized():length() works thank you
Pongo 5 ago 2021, ore 3:33 
lies fake false made up fabrication untrue nonsense i would never the only one here who made a -rep on their rep score is antonymus who made up these lies!
Antonym  [autore] 5 ago 2021, ore 3:07 
pongo has been arrested by the namibian government under 67 charges relating to international terrorism and war crimes and AntCore does not condone getting caught for that
Tenndex 5 ago 2021, ore 2:59 
Hello, the createMech() function seems to be broken???? Also this "Pongo" person seems very smart and handsome you should add this user to the owner list.
Pongo 5 ago 2021, ore 2:11 
dont do that code posted below it will delete your pc
Antonym  [autore] 5 ago 2021, ore 1:58 
more like formerly poop's
Antonym  [autore] 5 ago 2021, ore 1:57 
do Vel = 3500*(Find:pos()-holoEntity(1):pos()):normalized()
Pongo 4 ago 2021, ore 22:59 
-rep -rep dont trust addon stole my name tag
Tenndex 4 ago 2021, ore 22:03 
keyed and luapilled
Sanders 4 ago 2021, ore 21:29 
but when they are fired they dont fly the same dist that the weapon itself work
Antonym  [autore] 4 ago 2021, ore 17:38 
the bolts speed limit 3500 is per component (x,y,z) so if you set its total velocity to a value that's too high, then one or more of the components will be limited to 3500 will change the direction
tldr: not possible to make it faster without it changing direction, oof bruh moment
Sanders 3 ago 2021, ore 23:42 
ok so question when using the bolt function and doing it like this

Dist = (Find:pos()-holoEntity(1):pos()):length()*2 works well but putting the number above say 4 causes the bolts to fly out sideways how can i up the speed without this issue?
Antonym  [autore] 28 mag 2021, ore 6:12 
when the pongo core sus
Pongo 27 mag 2021, ore 9:09 
thumbs up +rep good working condition on purchase will +rep when home
{E.Z.I.C}Xx_?êll måS?ê?_xX 25 nov 2020, ore 17:27 
i got the addon on git up and it gives me a error everytime i tried to spawn in a prop so i looked for what was causing it and i got down to propSpawnASync it breaks prop spawn for some reason heres the error
sv: Expression 2 (generic): entities/gmod_wire_expression2/core/custom/prop.lua:36: bad argument #1 to 'IsValidProp' (string expected, got nil)
OUIIJM GUIITPS 1 nov 2020, ore 17:01 
Is there any chance that player:setClip2 could be added?
Pongo 22 giu 2020, ore 1:06 
WIOW A RARE UPDATE GOD SPEED GOOD SIR !!
Antonym  [autore] 22 giu 2020, ore 1:05 
fix
Fasteroid 21 giu 2020, ore 3:34 
Yo antony, there’s a crash bug involving killing npcs with inf() damage crossbow bolts rn that you might wanna patch. It takes a sec but will reliably crash every client on the server when it happens.
Code 2 reproduce:

@name funny bolt
shootBolt( entity():pos() + entity():forward()*100, entity():forward()*500, inf() )
# point chip at nearest npc
# make sure bolt hits npc
# wait like 5 sec
# BAM
Antonym  [autore] 18 giu 2020, ore 7:33 
if (entRemoveClk()) { }
Knight 'Pink from the Outset' 16 giu 2020, ore 8:36 
Hi! Is there a way to check if the current execution of the chip was caused by "runOnEntRemove"?
Fasteroid 30 gen 2020, ore 20:41 
processors don't like the github version of wiremod
Auralius 10 giu 2019, ore 10:05 
nevermind.
Auralius 10 giu 2019, ore 10:02 
antcore is disabled, how do I enable it?
Antonym  [autore] 6 giu 2019, ore 4:46 
Check server console for e2 errors
Auralius 4 giu 2019, ore 9:25 
wait none of the functions are showing up!
Auralius 4 giu 2019, ore 9:24 
No such function: shootBolt(vector, angle, number). hmm this was working on a server but it does not work on mine. also it doesn't show ip in the E2Helper menu. where did you go shootBolt. :(
Perchance 20 mar 2019, ore 4:54 
Ah, thank you
Antonym  [autore] 20 mar 2019, ore 3:02 
Perchance 19 mar 2019, ore 6:04 
Small question: Where's PropCore? I can't find it anywhere, it said in a few posts it comes with wires unofficial extras but it isn't in there
||Undercover|| 29 giu 2018, ore 15:21 
I wanted to do propSpawn in the E2 but it has a error