Garry's Mod
[E2] AntCore
70 件のコメント
>:) 7月12日 7時46分 
what? Bug? with chair? serius?
Sanders 3月29日 12時46分 
ok @Tenndex care to explain? cause i can show you how im doing it
Sawnik85 2月15日 1時45分 
anyone else having trouble with propSpawnASync(enable) not functioning?
Tenndex 1月18日 1時51分 
Works for me just fine.
Sanders 1月17日 21時14分 
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 2024年10月28日 23時54分 
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 2024年10月13日 20時09分 
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 2022年3月21日 10時56分 
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 2022年3月16日 21時33分 
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 2022年3月7日 7時12分 
thank you i forgot about that XD
Antonym  [作成者] 2022年3月7日 0時32分 
@SANDERS
You could try holoEntity(400):toWorld(vec(-20,0,0)) instead of holoEntity(400):pos()
Antonym  [作成者] 2022年3月7日 0時31分 
@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  [作成者] 2022年3月7日 0時15分 
@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 2022年3月6日 9時00分 
Lol
Sanders 2022年3月5日 17時13分 
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 2022年2月25日 5時05分 
is there a reason setVelocity exists when propSetVelocity is a thing or is it there for backwards compatibility?
Ellie 2021年9月27日 3時37分 
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  [作成者] 2021年9月26日 19時58分 
try E:setModelScale for visual scaling
Ellie 2021年9月21日 13時45分 
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 2021年8月5日 15時42分 
doing Dist = 3500*(Find:pos()-holoEntity(1):pos()):normalized():length() works thank you
Pongo 2021年8月5日 3時33分 
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  [作成者] 2021年8月5日 3時07分 
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 2021年8月5日 2時59分 
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 2021年8月5日 2時11分 
dont do that code posted below it will delete your pc
Antonym  [作成者] 2021年8月5日 1時58分 
more like formerly poop's
Antonym  [作成者] 2021年8月5日 1時57分 
do Vel = 3500*(Find:pos()-holoEntity(1):pos()):normalized()
Pongo 2021年8月4日 22時59分 
-rep -rep dont trust addon stole my name tag
Tenndex 2021年8月4日 22時03分 
keyed and luapilled
Sanders 2021年8月4日 21時29分 
but when they are fired they dont fly the same dist that the weapon itself work
Antonym  [作成者] 2021年8月4日 17時38分 
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 2021年8月3日 23時42分 
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  [作成者] 2021年5月28日 6時12分 
when the pongo core sus
Pongo 2021年5月27日 9時09分 
thumbs up +rep good working condition on purchase will +rep when home
{E.Z.I.C}Xx_?êll måS?ê?_xX 2020年11月25日 17時27分 
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 2020年11月1日 17時01分 
Is there any chance that player:setClip2 could be added?
Pongo 2020年6月22日 1時06分 
WIOW A RARE UPDATE GOD SPEED GOOD SIR !!
Antonym  [作成者] 2020年6月22日 1時05分 
fix
Fasteroid 2020年6月21日 3時34分 
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  [作成者] 2020年6月18日 7時33分 
if (entRemoveClk()) { }
Knight 'Pink from the Outset' 2020年6月16日 8時36分 
Hi! Is there a way to check if the current execution of the chip was caused by "runOnEntRemove"?
Fasteroid 2020年1月30日 20時41分 
processors don't like the github version of wiremod
Auralius 2019年6月10日 10時05分 
nevermind.
Auralius 2019年6月10日 10時02分 
antcore is disabled, how do I enable it?
Antonym  [作成者] 2019年6月6日 4時46分 
Check server console for e2 errors
Auralius 2019年6月4日 9時25分 
wait none of the functions are showing up!
Auralius 2019年6月4日 9時24分 
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 2019年3月20日 4時54分 
Ah, thank you
Antonym  [作成者] 2019年3月20日 3時02分 
Perchance 2019年3月19日 6時04分 
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|| 2018年6月29日 15時21分 
I wanted to do propSpawn in the E2 but it has a error