Garry's Mod

Garry's Mod

[E2] EntextraCore
 This topic has been pinned, so it's probably important
Sir Papate  [developer] 2 Jul, 2016 @ 10:51am
Documentation
Functions

Function Return Description E:addTag(S) Add the tag S to an entity. R:addTag(S) Add the tag S to an array of entities. E:removeTag(S) Remove the tag S to an entity. R:removeTag(S) Remove the tag S to an array of entity. E:getTags() R Get all tags of an entity. E:hasTag(S) N Return 1 if there have the S tag. R:haveTag(S) R Return an array of all the entities who have the S tag. getEntitiesByTag(S) R Find all the entities who have the S tag.
Function Return Description runOnEntitySpawn(N) ... entitySpawnClk() E ... runOnEntityRemove(N) ... entityRemoveClk() E ...
Function Return Description E:creationID() N Returns entity's creation ID. Unlike E:Id(), it will always increase and old values won't be reused. E:children() R Gets the children of the entity - that is, every entity whose parent is this entity.
Function Return Description E:setKeyValue(S,S) ... R:setKeyValue(S,S) ... E:removeKeyValue(S) ... R:removeKeyValue(S) ... E:getKeyValue(S) S ... E:getKeyValues(S) T ... R:haveKeyValue(S,S) R ... getEntitiesByKeyValue() R ...
Function Return Description E:setWorldTip(S) ... E:removeWorldTip() ...
Function Return Description E:setHalo(V,N,N,N,N) Color, blurX, blurY, additive, ingoreZ E:setHalo(V,N,N,N) Color, blurX, blurY, additive E:setHalo(V,N,N) Color, blurX, blurY E:setHalo(V) Color E:removeHalo() ...
Color: The desired color of the halo.
BlurX: The strength of the halo's blur on the x axis.
BlurY: The strength of the halo's blur on the y axis.
Additive: Sets the render mode of the halo to additive (1 or 0).
Ignore: Renders the halo through anything when set to 1.
Last edited by Sir Papate; 8 Mar, 2017 @ 6:45am
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Showing 1-8 of 8 comments
OUIIJM GUIITPS 2 Jul, 2016 @ 6:56pm 
Nice! Now all we need is an entSpawn() function
Sir Papate  [developer] 3 Jul, 2016 @ 4:44am 
I don't how to do that, because every entities need different settings and they have different method to spawn. But I think I can do that for the entities in the spawn list.
OUIIJM GUIITPS 3 Jul, 2016 @ 11:30am 
Originally posted by Sir Papate:
I don't how to do that, because every entities need different settings and they have different method to spawn. But I think I can do that for the entities in the spawn list.
Instead of you having to mess with all of that just have the player do it :p
Zell 2 Nov, 2016 @ 2:36pm 
entSpawn is already included in a different E2 core. I think it's AdminCore.
Sanders 7 Mar, 2017 @ 11:45am 
Sir Papate you are a miricle worker man!
what on earth does E:setWorldTip(S) do?
Sanders 16 Jan, 2018 @ 1:30pm 
the halo settings im having some issues with currently im trying this



E = entity()






if(TRACKER){



Arr = findToArray()






for(I=1,Archk:count()){
Arr[I,entity]:setHalo(vec(255,255,0),50,50,1,1)






}


Archk = Arr

}

if(changed(TRACKER) & !TRACKER){

}
for(I=1,Archk:count()){
Arr[I,entity]:setHalo(vec(0,0,0),0,0,0,0)
Archk[I,entity]

}


it valadates but does nothing im going to try to fix it
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