Garry's Mod

Garry's Mod

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E2 stuff
由 R.A.D.I.O.A.C.T.I.V.E 和其他 1 人合作完成
Here you can find my and my friend's things from E2(Expression 2)
   
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Introduction
Hi all! There are some interesting E2 chips here for you. Some of them may interest you. There are no cheating E2 chips here, only masterpieces.

Warning!
Before testing E2 chips, make sure you downloaded Expression 2 itself and E2Power.
Here is link:
Expression 2(Wiremod): https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=160250458
E2Power - https://github.com/HyvelEurope/E2Power (You need to put E2Power in gmod folder "addons")
And don't forget download resources for the good visualization chips:
Sprops: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=173482196

Every E2 chip requires entity chair from category "vehicles"
E2 Apache Helicopter
WASD - movement
Space - to fly
F - to land
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name Apache helicopter
@inputs
@outputs Speed
@persist [E,User]:entity W A S D F Shift Space M1 M2 Speed EArr:array C P
@trigger

if(first()){
Color = vec(50,125,9)
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
}
runOnTick(1)

E = entity():isWeldedTo()
E:setMass(500000)
User = E:driver()
Earr = array(E,User,entity())
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
F = User:keyPressed("F")
Shift = User:keySprint()
Space = User:keyPressed("Space")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()
E:applyForce(-E:vel()*E:mass()/2)
C += 5
rangerFilter(E)
rangerHitWater(1)
RanC = rangerOffset(0,E:pos()+E:boxCenter(),vec(0,0,0))
E:applyForce(vec(0,0,0)*E:mass())

E:applyForce((W-S)*E:forward()*350*E:mass())
E:applyForce((Space-F)*E:up()*200*E:mass())
E:applyForce((A-D)*Shift*-E:right()*450*E:mass())

E:applyTorque((vec((S-W)*10-E:angles():roll(),(D-A)*10-E:angles():pitch(),(A-D)*!Shift*5)*10-E:angVelVector())*E:mass())

if(C>0){
cHolo(1,"hq_rcube_thick",E:toWorld(vec(0,0,0)),E:toWorld(ang(0,0,0)),vec(3,8,3)) #corpus
cHolo(2,"hq_rcube_thick",E:toWorld(vec(0,-70,5)),E:toWorld(ang(0,0,0)),vec(2,14,2)) #corpus
cHolo(3,"hq_rcube_thick",E:toWorld(vec(0,-60,20)),E:toWorld(ang(0,0,20)),vec(2,5,2)) #corpus
cHolo(4,"hq_rcube_thick",E:toWorld(vec(0,40,5)),E:toWorld(ang(0,0,0)),vec(1,8,2)) #corpus
cHolo(5,"hq_rcube_thick",E:toWorld(vec(10,40,5)),E:toWorld(ang(0,10,0)),vec(1,8,2)) #corpus
cHolo(6,"hq_rcube_thick",E:toWorld(vec(-10,40,5)),E:toWorld(ang(0,-10,0)),vec(1,8,2)) #corpus
cHolo(7,"hq_rcube_thick",E:toWorld(vec(0,0,20)),E:toWorld(ang(0,0,0)),vec(2,8,3)) #window
cHolo(8,"hq_rcube_thick",E:toWorld(vec(0,20,20)),E:toWorld(ang(0,0,0)),vec(1,8,1)) #window
cHolo(9,"hq_rcube_thick",E:toWorld(vec(0,50,25)),E:toWorld(ang(0,0,-20)),vec(0.75,3,1)) #window
cHolo(10,"hq_rcube_thick",E:toWorld(vec(0,-15,25)),E:toWorld(ang(0,0,0)),vec(3,6,3)) #corpus
cHolo(11,"hq_rcube_thick",E:toWorld(vec(0,-160,20)),E:toWorld(ang(0,0,20)),vec(0.5,1.5,3)) #corpus
cHolo(12,"hq_stube_thick",E:toWorld(vec(23,-15,35)),E:toWorld(ang(0,0,90)),vec(1,1,3)) #engine
cHolo(13,"hq_stube_thick",E:toWorld(vec(-23,-15,35)),E:toWorld(ang(0,0,90)),vec(1,1,3)) #engine

cHolo(14,"hq_rcube_thick",E:toWorld(vec(35,-10,10)),E:toWorld(ang(0,0,0)),vec(4,3,0.5)) #wing
cHolo(15,"hq_tube_thick",E:toWorld(vec(30,-10,2)),E:toWorld(ang(0,0,90)),vec(1,1,3)) #missle
cHolo(16,"hq_tube_thick",E:toWorld(vec(45,-10,4)),E:toWorld(ang(0,0,90)),vec(0.75,0.75,3)) #missle

cHolo(17,"hq_rcube_thick",E:toWorld(vec(-35,-10,10)),E:toWorld(ang(0,0,0)),vec(4,3,0.5)) #wing
cHolo(18,"hq_tube_thick",E:toWorld(vec(-30,-10,2)),E:toWorld(ang(0,0,90)),vec(1,1,3)) #missle
cHolo(19,"hq_tube_thick",E:toWorld(vec(-45,-10,4)),E:toWorld(ang(0,0,90)),vec(0.75,0.75,3)) #missle
cHolo(20,"hq_rcube_thick",E:toWorld(vec(0,-70,0)),E:toWorld(ang(0,0,-5)),vec(2,15,2)) #corpus
cHolo(21,"hq_rcube_thick",E:toWorld(vec(0,50,-5)),E:toWorld(ang(0,0,5)),vec(1,6,2)) #corpus

cHolo(22,"hq_cylinder",E:toWorld(vec(0,0,40)),E:toWorld(ang(0,0,0)),vec(0.5,0.5,3)) #corpus of fan
cHolo(23,"hq_rcube_thick",E:toWorld(vec(0,0,55)),E:toWorld(ang(0,0,0)),vec(1,1,0.5)) #corpus of fan

cHolo(24,"hq_cylinder",E:toWorld(vec(-7,20,-15)),E:toWorld(ang(0,0,0)),vec(0.25,0.25,1.5)) #corpus of wheel
cHolo(25,"hq_cylinder",E:toWorld(vec(-7,20,-25)),E:toWorld(ang(90,0,0)),vec(0.75,0.75,0.35)) #wheel

cHolo(26,"hq_cylinder",E:toWorld(vec(7,20,-15)),E:toWorld(ang(0,0,0)),vec(0.25,0.25,1.5)) #corpus of wheel
cHolo(27,"hq_cylinder",E:toWorld(vec(7,20,-25)),E:toWorld(ang(90,0,0)),vec(0.75,0.75,0.35)) #wheel

cHolo(28,"hq_cylinder",E:toWorld(vec(0,-70,-10)),E:toWorld(ang(0,0,0)),vec(0.25,0.25,1.5)) #corpus of wheel
cHolo(29,"hq_cylinder",E:toWorld(vec(0,-70,-20)),E:toWorld(ang(90,0,0)),vec(0.75,0.75,0.35)) #wheel

if(C > 16){C = 0}

for(I=1,6)
{
holoColor(I, vec(100,125,0))
}

for(I=10,11)
{
holoColor(I, vec(100,125,0))
}

holoColor(14, vec(100,125,0))
holoColor(17, vec(100,125,0))

holoColor(20, vec(100,125,0))
holoColor(21, vec(100,125,0))

holoColor(12,vec(50,50,50))
holoColor(13,vec(50,50,50))

holoColor(18,vec(50,50,50))
holoColor(19,vec(50,50,50))

holoColor(15,vec(50,50,50))
holoColor(16,vec(50,50,50))

holoColor(24,vec(50,50,50))
holoColor(26,vec(50,50,50))
holoColor(28,vec(50,50,50))

holoColor(25,vec(10,10,10))
holoColor(27,vec(10,10,10))
holoColor(29,vec(10,10,10))

holoColor(22,vec(50,50,50))
holoColor(23,vec(30,30,30))

holoColor(7,vec(20,20,20))
holoColor(8,vec(20,20,20))
holoColor(9,vec(20,20,20))

holoAlpha(7, 400)
holoAlpha(8, 400)
holoAlpha(9, 400)

holoCreate(43)
holoPos(43,E:toWorld(vec(0,0,45)))
holoModel(43,"cube")
holoScale(43,vec(0.2,17,1))
holoAng(43,E:up():toAngle()+ang(0,0,C*10))
holoParent(43,E)
holoShadow(43,1)

holoCreate(44)
holoPos(44,E:toWorld(vec(0,0,45)))
holoModel(44,"cube")
holoScale(44,vec(0.2,1,17))
holoAng(44,E:up():toAngle()+ang(0,0,C*10))
holoParent(44,E)
holoShadow(44,1)

holoCreate(45)
holoPos(45,E:toWorld(vec(-5,-160,30)))
holoModel(45,"cube")
holoScale(45,vec(0.25,0.5,4))
holoAng(45,E:angles()+ang(0,0,C*10))
holoParent(45,E)
holoShadow(45,1)

holoCreate(46)
holoPos(46,E:toWorld(vec(-5,-160,30)))
holoModel(46,"cube")
holoScale(46,vec(0.25,4,0.5))
holoAng(46,E:angles()+ang(0,0,C*10))
holoParent(46,E)
holoShadow(46,1)

holoColor(43,vec(10,10,10))
holoColor(44,vec(10,10,10))
holoColor(45,vec(10,10,10))
holoColor(46,vec(10,10,10))

}
else{
holoDeleteAll()
}

E:soundPlay(1,200,"npc/combine_gunship/dropship_engine_near_loop1.wav")
soundVolume(1,100)
soundPitch(1,50+P)
P = (W+S+Space-F+A+D)*15

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("Space to fly",7)
E:hintDriver("f to land",7)
}
E2 Imperial AT-AT
WASD - movement
Space - jump

There wasn't enough space for code. Here is the code itself as a link:
https://pastebin.com/46UEkuRH
E2 Slave 1 (Boba Fett's space ship)
W & S - force
Mouse aim to steer
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name Slave 1
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=175
G=200
B=150
Colour=vec(R,G,B)
ColourR=vec(12,12,25)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)

}
cHolo(1,"hq_cylinder",E:toWorld(vec(0,0,0)),E:toWorld(ang(0,0,0)),vec(7,8,8)) #Cabine
cHolo(2,"hq_sphere",E:toWorld(vec(0,0,50)),E:toWorld(ang(0,0,0)),vec(7,8,8)) #Cabine

cHolo(3,"hq_cylinder",E:toWorld(vec(0,12,-50)),E:toWorld(ang(0,0,0)),vec(6,6,8)) #Cabine

cHolo(4,"hq_cylinder",E:toWorld(vec(0,24,-100)),E:toWorld(ang(0,0,0)),vec(5,4,8)) #Cabine

cHolo(5,"hq_sphere",E:toWorld(vec(0,8,50)),E:toWorld(ang(0,0,0)),vec(5,8,6)) #window

cHolo(6,"hq_cylinder",E:toWorld(vec(0,8,28)),E:toWorld(ang(0,0,0)),vec(5,8,4)) #window

cHolo(7,"hq_sphere",E:toWorld(vec(0,8,5)),E:toWorld(ang(0,0,0)),vec(5,8,6)) #window

cHolo(8,"hq_cylinder",E:toWorld(vec(0,-20,0)),E:toWorld(ang(0,0,90)),vec(9,16.5,1)) #behind corpus

cHolo(9,"hq_cone",E:toWorld(vec(0,-8,0)),E:toWorld(ang(0,0,-90)),vec(12,22,8)) #behind corpus

cHolo(10,"hq_sphere",E:toWorld(vec(40,8,50)),E:toWorld(ang(0,0,0)),vec(3,3,4)) #right shoulder

cHolo(11,"hq_cylinder",E:toWorld(vec(70,8,50)),E:toWorld(ang(90,0,0)),vec(1,1,8)) #right arm

cHolo(12,"cube",E:toWorld(vec(88,8,27)),E:toWorld(ang(90,0,0)),vec(3,0.5,5)) #right wing

cHolo(13,"cube",E:toWorld(vec(82,8,16)),E:toWorld(ang(90,0,0)),vec(3,0.5,4)) #right wing

cHolo(14,"hq_cylinder",E:toWorld(vec(106,8,10)),E:toWorld(ang(0,0,90)),vec(2,2,0.5)) #right wing


cHolo(15,"hq_sphere",E:toWorld(vec(-40,8,50)),E:toWorld(ang(0,0,0)),vec(3,3,4)) #left shoulder

cHolo(16,"hq_cylinder",E:toWorld(vec(-70,8,50)),E:toWorld(ang(90,0,0)),vec(1,1,8)) #left arm

cHolo(17,"cube",E:toWorld(vec(-88,8,27)),E:toWorld(ang(90,0,0)),vec(3,0.5,5)) #left wing

cHolo(18,"cube",E:toWorld(vec(-82,8,16)),E:toWorld(ang(90,0,0)),vec(3,0.5,4)) #left wing

cHolo(15,"hq_cylinder",E:toWorld(vec(-106,8,10)),E:toWorld(ang(0,0,90)),vec(2,2,0.5)) #left wing
cHolo(19,"hq_sphere",E:toWorld(vec(-40,8,50)),E:toWorld(ang(0,0,0)),vec(3,3,4)) #left shoulder

cHolo(20,"hq_cylinder",E:toWorld(vec(0,25,-70)),E:toWorld(ang(0,0,0)),vec(4,4,8)) #grey misc

cHolo(21,"hq_cylinder",E:toWorld(vec(0,22,-130)),E:toWorld(ang(90,0,0)),vec(0.5,0.5,6)) #corpus of weapons

cHolo(22,"hq_rcylinder",E:toWorld(vec(-38,24,-130)),E:toWorld(ang(0,0,90)),vec(0.75,0.75,1)) #left missle gun

cHolo(23,"hq_rcylinder",E:toWorld(vec(-38,34,-132)),E:toWorld(ang(0,0,90)),vec(0.25,0.25,3)) #left missle gun

cHolo(24,"hq_rcylinder",E:toWorld(vec(-38,34,-128)),E:toWorld(ang(0,0,90)),vec(0.25,0.25,3)) #left missle gun


cHolo(25,"hq_rcylinder",E:toWorld(vec(38,24,-130)),E:toWorld(ang(0,0,90)),vec(0.75,0.75,1)) #right missle gun

cHolo(26,"hq_rcylinder",E:toWorld(vec(38,34,-132)),E:toWorld(ang(0,0,90)),vec(0.25,0.25,3)) #right missle gun

cHolo(27,"hq_rcylinder",E:toWorld(vec(38,34,-128)),E:toWorld(ang(0,0,90)),vec(0.25,0.25,3)) #right missle gun

cHolo(28,"hq_cylinder",E:toWorld(vec(0,-55,0)),E:toWorld(ang(0,0,-90)),vec(10,20,0.25)) #behind corpus

cHolo(29,"hq_cylinder",E:toWorld(vec(-25,-56,0)),E:toWorld(ang(0,0,-90)),vec(2,2,0.5)) #thruster

cHolo(30,"hq_cylinder",E:toWorld(vec(25,-56,0)),E:toWorld(ang(0,0,-90)),vec(2,2,0.5)) #thruster

cHolo(31,"cube",E:toWorld(vec(0,-56,45)),E:toWorld(ang(0,0,-90)),vec(4,1.75,0.5)) #thruster

cHolo(32,"hq_cylinder",E:toWorld(vec(25,-56,45)),E:toWorld(ang(0,0,-90)),vec(1.75,1.75,0.5)) #thruster

cHolo(33,"hq_cylinder",E:toWorld(vec(-25,-56,45)),E:toWorld(ang(0,0,-90)),vec(1.75,1.75,0.5)) #thruster

for(I=1,4)
{
holoColor(I,Colour)
}

for(I=21,27)
{
holoColor(I,vec(50,50,50))
}

for(I=29,33)
{
holoColor(I,vec(255,175,0))
}

for(I=5,7)
{
holoColor(I,ColourR)
holoMaterial(I, "phoenix_storms/OfficeWindow_1-1")
}

for(I=11,18)
{
holoMaterial(I, "phoenix_storms/metalbox")
}

holoColor(20,vec(100,100,100))

holoColor(10,vec(220,220,220))
holoMaterial(10, "phoenix_storms/concrete0")

holoColor(19,vec(220,220,220))
holoMaterial(19, "phoenix_storms/concrete0")

holoColor(8,vec(125,150,100))

holoColor(9,vec(100,50,50))

holoColor(28,vec(75,75,75))

holoEntity(29):setTrails(70,40,0.25,"trails/laser",vec(255,175,0), 255)
holoEntity(30):setTrails(70,40,0.25,"trails/laser",vec(255,175,0), 255)
holoEntity(31):setTrails(70,40,0.25,"trails/laser",vec(255,175,0), 255)
holoEntity(32):setTrails(70,40,0.25,"trails/laser",vec(255,175,0), 255)
holoEntity(33):setTrails(70,40,0.25,"trails/laser",vec(255,175,0), 255)
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/195
R1=E:angles():roll()/195
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*285)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*175)



SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"k_lab.teleport_active")}
soundPitch(1,Speed*T*6+SoundFix)
soundVolume(1, 150)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*250
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*750)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",3)
E:hintDriver("W and S - force",3)
E:hintDriver("Mouse aim to steer",3)
}
E2 Imperial TIE fighter
W & S - movement
Mouse aim to steer
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name TIE fighter
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=100
G=100
B=100
Colour=vec(R,G,B)
ColourR=vec(12,12,25)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)

}
cHolo(1,"hq_sphere",E:toWorld(vec(0,0,0)),E:toWorld(ang(0,0,0)),vec(9,9,9)) #Cabine
cHolo(2,"cube",E:toWorld(vec(0,0,0)),E:toWorld(ang(0,0,0)),vec(20,2,2))#Corpus

cHolo(3,"cube",E:toWorld(vec(50,0,5)),E:toWorld(ang(10,0,0)),vec(5,1.5,2))#peice of corpus 1
cHolo(4,"cube",E:toWorld(vec(50,0,-5)),E:toWorld(ang(-10,0,0)),vec(5,1.5,2))#peice of corpus 2

cHolo(5,"cube",E:toWorld(vec(-50,0,5)),E:toWorld(ang(-10,0,0)),vec(5,1.5,2))#peice of corpus 3
cHolo(6,"cube",E:toWorld(vec(-50,0,-5)),E:toWorld(ang(10,0,0)),vec(5,1.5,2))#peice of corpus 4


cHolo(7,"cube",E:toWorld(vec(117,0,0)),E:toWorld(ang(0,90,0)),vec(10,0.5,22))#Right wing
cHolo(8,"cube",E:toWorld(vec(117,37,42)),E:toWorld(ang(-25,90,0)),vec(10,0.5,12.25))#Right piece of wing
cHolo(9,"cube",E:toWorld(vec(117,37,-42)),E:toWorld(ang(25,90,0)),vec(10,0.5,12.25))#Right piece of wing

cHolo(10,"cube",E:toWorld(vec(117,-37,-42)),E:toWorld(ang(-25,90,0)),vec(10,0.5,12.25))#Right piece of wing
cHolo(11,"cube",E:toWorld(vec(117,-37,42)),E:toWorld(ang(25,90,0)),vec(10,0.5,12.25))#Right piece of wing


cHolo(12,"cube",E:toWorld(vec(-117,0,0)),E:toWorld(ang(0,90,0)),vec(10,0.5,22))#Leftwing
cHolo(13,"cube",E:toWorld(vec(-117,37,42)),E:toWorld(ang(-25,90,0)),vec(10,0.5,12.25))#Left piece of wing
cHolo(14,"cube",E:toWorld(vec(-117,37,-42)),E:toWorld(ang(25,90,0)),vec(10,0.5,12.25))#Left piece of wing

cHolo(15,"cube",E:toWorld(vec(-117,-37,-42)),E:toWorld(ang(-25,90,0)),vec(10,0.5,12.25))#Left piece of wing
cHolo(16,"cube",E:toWorld(vec(-117,-37,42)),E:toWorld(ang(25,90,0)),vec(10,0.5,12.25))#Left piece of wing

cHolo(17,"hq_sphere",E:toWorld(vec(0,18,0)),E:toWorld(ang(0,0,0)),vec(7,7,7)) #Window

cHolo(18,"cube",E:toWorld(vec(-117,0,129.5)),E:toWorld(ang(0,0,0)),vec(1.5,10.6,1))#left misc
cHolo(19,"cube",E:toWorld(vec(-117,0,-129.5)),E:toWorld(ang(0,0,0)),vec(1.5,10.6,1))#left misc

cHolo(20,"cube",E:toWorld(vec(-117,90,-65)),E:toWorld(ang(25,90,0)),vec(1,1.5,12.5))#left misc
cHolo(21,"cube",E:toWorld(vec(-117,90,65)),E:toWorld(ang(-25,90,0)),vec(1,1.5,12.5))#left misc

cHolo(22,"cube",E:toWorld(vec(-117,-90,-65)),E:toWorld(ang(-25,90,0)),vec(1,1.5,12.5))#left misc
cHolo(23,"cube",E:toWorld(vec(-117,-90,65)),E:toWorld(ang(25,90,0)),vec(1,1.5,12.5))#left misc

cHolo(24,"hq_cylinder",E:toWorld(vec(-117,0,0)),E:toWorld(ang(0,90,90)),vec(5,5,1.5))#left misc

cHolo(25,"cube",E:toWorld(vec(-117,0,0)),E:toWorld(ang(25,90,0)),vec(1,1.5,23))#left misc
cHolo(26,"cube",E:toWorld(vec(-117,0,0)),E:toWorld(ang(-25,90,0)),vec(1,1.5,23))#left misc
cHolo(27,"cube",E:toWorld(vec(-117,0,0)),E:toWorld(ang(-90,90,0)),vec(1,1.5,19))#left misc


cHolo(28,"cube",E:toWorld(vec(117,0,129.5)),E:toWorld(ang(0,0,0)),vec(1.5,10.6,1))#right misc
cHolo(29,"cube",E:toWorld(vec(117,0,-129.5)),E:toWorld(ang(0,0,0)),vec(1.5,10.6,1))#right misc

cHolo(30,"cube",E:toWorld(vec(117,90,-65)),E:toWorld(ang(25,90,0)),vec(1,1.5,12.5))#right misc
cHolo(31,"cube",E:toWorld(vec(117,90,65)),E:toWorld(ang(-25,90,0)),vec(1,1.5,12.5))#right misc

cHolo(32,"cube",E:toWorld(vec(117,-90,-65)),E:toWorld(ang(-25,90,0)),vec(1,1.5,12.5))#right misc
cHolo(33,"cube",E:toWorld(vec(117,-90,65)),E:toWorld(ang(25,90,0)),vec(1,1.5,12.5))#right misc

cHolo(34,"hq_cylinder",E:toWorld(vec(117,0,0)),E:toWorld(ang(0,90,90)),vec(5,5,1.5))#right misc

cHolo(35,"cube",E:toWorld(vec(117,0,0)),E:toWorld(ang(25,90,0)),vec(1,1.5,23))#right misc
cHolo(36,"cube",E:toWorld(vec(117,0,0)),E:toWorld(ang(-25,90,0)),vec(1,1.5,23))#right misc
cHolo(37,"cube",E:toWorld(vec(117,0,0)),E:toWorld(ang(-90,90,0)),vec(1,1.5,19))#right misc

cHolo(38,"cube",E:toWorld(vec(117,-64,128)),E:toWorld(ang(-90,90,0)),vec(0.25,0.25,0.25))#right up trailpoint
cHolo(39,"cube",E:toWorld(vec(117,-64,-128)),E:toWorld(ang(-90,90,0)),vec(0.25,0.25,0.25))#right down trailpoint

cHolo(40,"cube",E:toWorld(vec(-117,-64,128)),E:toWorld(ang(-90,90,0)),vec(0.25,0.25,0.25))#left up trailpoint
cHolo(41,"cube",E:toWorld(vec(-117,-64,-128)),E:toWorld(ang(-90,90,0)),vec(0.25,0.25,0.25))#left down trailpoint

for(I=1,6)
{
holoColor(I,Colour)
}

for(I=18,37)
{
holoColor(I,Colour)
}

for(I=7,16)
{
holoColor(I,ColourR)
}

holoMaterial(17, "phoenix_storms/metalfloor_2-3")
holoColor(17, vec(75,75,75))

holoEntity(38):setTrails(50,40,0.25,"trails/smoke",vec(100,0,0), 255)
holoEntity(39):setTrails(50,40,0.25,"trails/smoke",vec(100,0,0), 255)
holoEntity(40):setTrails(50,40,0.25,"trails/smoke",vec(100,0,0), 255)
holoEntity(41):setTrails(50,40,0.25,"trails/smoke",vec(100,0,0), 255)
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/195
R1=E:angles():roll()/195
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*285)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*175)
SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"k_lab.teleport_active")}
soundPitch(1,Speed*T*6+SoundFix)
soundVolume(1, 150)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*250
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*750)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",3)
E:hintDriver("W and S - force",3)
E:hintDriver("Mouse aim to steer",3)
}
E2 Fast Airship
W & S - force
Mouse aim to steer
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name airship
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=50
G=50
B=100
Colour=vec(R,G,B)
ColourR=vec(12,12,25)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)

}
cHolo(1,"cube",E:toWorld(vec(0,0,20)),E:toWorld(ang(0,0,0)),vec(5,15,5)) #Cabine

cHolo(2,"hq_sphere",E:toWorld(vec(0,0,190)),E:toWorld(ang(0,0,0)),vec(25,70,25)) #balloon

cHolo(3,"cube",E:toWorld(vec(0,45,20)),E:toWorld(ang(0,0,0)),vec(4,8,4)) #window

cHolo(4,"cube",E:toWorld(vec(0,35,27)),E:toWorld(ang(0,0,0)),vec(5.5,8,2)) #window

cHolo(5,"hq_rcube_thick",E:toWorld(vec(40,-280,190)),E:toWorld(ang(0,0,0)),vec(5.5,8,0.5)) #wing

cHolo(6,"hq_rcube_thick",E:toWorld(vec(-40,-280,190)),E:toWorld(ang(0,0,0)),vec(5.5,8,0.5)) #wing

cHolo(7,"hq_rcube_thick",E:toWorld(vec(0,-280,230)),E:toWorld(ang(90,0,0)),vec(5.5,8,0.5)) #wing

cHolo(8,"hq_rcube_thick",E:toWorld(vec(0,-280,150)),E:toWorld(ang(90,0,0)),vec(5.5,8,0.5)) #wing

cHolo(9,"hq_rcube_thick",E:toWorld(vec(0,-280,190)),E:toWorld(ang(0,0,0)),vec(0.75,8,0.75)) #thruster

for(I=5,8)
{
holoColor(I,Colour)
}

holoColor(2,vec(100,100,150))

holoColor(1,vec(100,100,125))

holoMaterial(3,"models/XQM/boxfull_diffuse")
holoMaterial(4,"models/XQM/boxfull_diffuse")

holoColor(9,vec(50,50,50))

for(I=5,9)
{
holoEntity(I):setTrails(50,5,1,"trails/smoke",vec(200,200,200), 255)
}
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/195
R1=E:angles():roll()/195
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*285)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*175)
SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"ambient/outdoors_well.wav")}
soundPitch(1,Speed*T*6+SoundFix)
soundVolume(1, 150)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*250
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*750)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",3)
E:hintDriver("W and S - force",3)
E:hintDriver("Mouse aim to steer",3)
}
E2 Formula 1
WASD - movement
Shift - speed boost
H - honk
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name F1
@inputs
@outputs Eang:angle Speed Spd AD
@persist EArr:array [User,E]:entity W A S D Shift Space M1 M2 Speed [RanC,RanF,RanB,RanL,RanR]:ranger WS AD C SoundFixTimer Timer T
@trigger

runOnTick(1)

if(first())
{
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)

}
}

Color = vec(0,225,255)
Back = vec(55,55,55)
C++
User = E:driver()
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
Shift = User:keySprint()
Space = User:keyPressed("Space")
Honk = User:keyPressed("H")
F = User:keyPressed("F")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()

E = entity():isWeldedTo()
E:setMass(500000)
EArr = array(E,entity(),User)
E:applyForce(-E:vel()*E:mass()/40)
E:applyForce(vec(0,0,12)*E:mass())


rangerFilter(EArr)
RanC = rangerOffset(50,E:pos()+E:boxCenter(),-E:up())
E:applyForce(E:up()*(45-RanC:distance())*E:mass())

rangerFilter(EArr)
RanF = rangerOffset(50,E:pos()+E:boxCenter()+E:forward()*70,-E:up())

rangerFilter(EArr)

rangerFilter(EArr)
RanB = rangerOffset(50,E:pos()+E:boxCenter()-E:forward()*70,-E:up())

rangerFilter(EArr)
RanL = rangerOffset(50,E:pos()+E:boxCenter()-E:right()*70,-E:up())

rangerFilter(EArr)
RanR = rangerOffset(50,E:pos()+E:boxCenter()+E:right()*70,-E:up())

E:applyTorque(vec(RanB:distance()-RanF:distance(),RanR:distance()-RanL:distance(),(A-D)*15)*E:mass()*10-E:angVelVector()*E:mass())

if(Space){
Spd = 0
E:applyForce(-(E:vel():setZ(0))*E:mass()/30)
}

if(Honk){
entity():soundPlay(2,0,"Streetwar.d3_C17_13_beep")
soundPitch(2,43)
soundVolume(2,150)
}else{soundStop(2)}

if(Shift){
Spd = 70
}
else{
Spd = 45
}
E:applyForce(E:forward()*(W-S)*E:mass()*Spd)

if(C>10){
cHolo(1, "hq_rcylinder_thick", E:toWorld(vec(0,0,14)), E:toWorld(ang(0,0,90)), vec(2,2.15,14))
cHolo(2, "hq_rcube_thick", E:toWorld(vec(0,-40,14)), E:toWorld(ang(0,0,0)), vec(7,9,0.75))
cHolo(11, "hq_rcube_thick", E:toWorld(vec(0,-80,14)), E:toWorld(ang(0,0,0)), vec(4,8,0.75))
cHolo(12, "hq_rcube_thick", E:toWorld(vec(0,65,14)), E:toWorld(ang(0,0,0)), vec(8,2,0.5))
cHolo(14, "cube", E:toWorld(vec(15,-120,28)), E:toWorld(ang(15,0,8)), vec(0.25,0.25,2))
cHolo(15, "cube", E:toWorld(vec(-15,-120,28)), E:toWorld(ang(-15,0,8)), vec(0.25,0.25,2))
cHolo(16, "hq_rcube_thick", E:toWorld(vec(0,-120,38)), E:toWorld(ang(0,0,8)), vec(6,3,0.55))

cHolo(17, "hq_cylinder", E:toWorld(vec(0,35,10)), E:toWorld(ang(90,0,0)), vec(0.35,0.35,7))
cHolo(18, "hq_cylinder", E:toWorld(vec(0,-115,10)), E:toWorld(ang(90,0,0)), vec(0.35,0.35,7))

cHolo(19, "hq_tube", E:toWorld(vec(0,0,23)), E:toWorld(ang(0,0,0)), vec(2,6,1))
cHolo(20, "hq_cylinder", E:toWorld(vec(0,0,23)), E:toWorld(ang(0,0,0)), vec(1.95,5.95,0.69))


holoCreate(3)
holoModel(3,"hq_rcylinder")
holoScale(3,vec(3,3,2))
holoPos(3,E:toWorld(vec(-40,35,9)))
holoAng(3,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(3,E)

holoCreate(4)
holoModel(4,"hq_rcylinder")
holoScale(4,vec(3,3,2))
holoPos(4,E:toWorld(vec(40,35,9)))
holoAng(4,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(4,E)



holoCreate(6)
holoModel(6,"hq_rcylinder")
holoScale(6,vec(3,3,2))
holoPos(6,E:toWorld(vec(40,-115,9)))
holoAng(6,E:right():toAngle()+ang(90,0,0))
holoParent(6,E)

holoCreate(7)
holoModel(7,"hq_rcylinder")
holoScale(7,vec(3,3,2))
holoPos(7,E:toWorld(vec(-40,-115,9)))
holoAng(7,E:right():toAngle()+ang(90,0,0))
holoParent(7,E)

holoColor(1,Color)
holoColor(2,Color)


holoColor(11,Color)
holoColor(12,Color)

holoColor(14,Back)
holoColor(15,Back)

holoColor(16,Color)

holoColor(17,Back)
holoColor(18,Back)

holoColor(19,Color)
holoColor(20,vec(50,50,50))

for(I=3,7){
holoMaterial(I, "phoenix_storms/car_tire")
}

for(I=8,10){
holoMaterial(I, "phoenix_storms/dome")
}

}
else{
holoDeleteAll()
}
P = 0
if(W){
P=20
}
if(S){
P=-20
}
if(Shift){
P=70
}
SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"Airboat_engine_idle")}
soundPitch(1,Speed*T*6+SoundFix)
soundVolume(1, 0.5)

soundPitch(1,100+P)

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("H - honk",7)
E:hintDriver("Shift - speed boost",7)
}
E2 Geometry Dash UFO
WASD - movement
Space - jump
Shift - speed boost
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name geometry cube UFO
@inputs
@outputs Eang:angle Speed Spd AD
@persist EArr:array [User,E]:entity W A S D Shift Space M1 M2 Speed [RanC,RanF,RanB,RanL,RanR]:ranger WS AD C SoundFixTimer Timer T
@trigger

function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)

}
Color = vec(0,225,255)
Back = vec(55,55,55)
C++
User = E:driver()
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
Shift = User:keySprint()
Space = User:keyPressed("Space")
Honk = User:keyPressed("H")
F = User:keyPressed("F")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()

E = entity():isWeldedTo()
E:setMass(9999)
EArr = array(E,entity(),User)
E:applyForce(-E:vel()*E:mass()/60)
E:applyForce(vec(0,0,7)*E:mass())

rangerFilter(EArr)
RanC = rangerOffset(60,E:pos()+E:boxCenter(),-E:up())
E:applyForce(E:up()*(50-RanC:distance())*E:mass())

rangerFilter(EArr)
RanF = rangerOffset(60,E:pos()+E:boxCenter()+E:forward()*70,-E:up())

rangerFilter(EArr)

rangerFilter(EArr)
RanB = rangerOffset(60,E:pos()+E:boxCenter()-E:forward()*70,-E:up())

rangerFilter(EArr)
RanL = rangerOffset(60,E:pos()+E:boxCenter()-E:right()*70,-E:up())

rangerFilter(EArr)
RanR = rangerOffset(60,E:pos()+E:boxCenter()+E:right()*70,-E:up())

E:applyTorque(vec(RanB:distance()-RanF:distance(),RanR:distance()-RanL:distance(),(A-D)*15)*E:mass()*10-E:angVelVector()*E:mass())

if(bAnd(1-RanC:distance(),bAnd(Space,$Space))){
E:applyForce(vec(0,0,1)*500*E:mass())
}
else{
}

if(Shift){
Spd = 20
}
else{
Spd = 10
}
E:applyForce(E:forward()*(W-S)*E:mass()*Spd)

runOnTick(1)

if(C>10){
cHolo(1, "cube", E:toWorld(vec(0,0,10)), E:toWorld(ang(0,0,90)), vec(7,7,7))
cHolo(2, "hq_stube", E:toWorld(vec(0,38.75,10)), E:toWorld(ang(0,0,90)), vec(7.25,7.25,0.6))
cHolo(3, "hq_stube", E:toWorld(vec(0,-38.75,10)), E:toWorld(ang(0,0,90)), vec(7.25,7.25,0.6))
cHolo(5, "hq_stube", E:toWorld(vec(0,0,48.75)), E:toWorld(ang(0,0,0)), vec(7.25,7.25,0.6))

cHolo(6, "hq_stube", E:toWorld(vec(0,41,5)), E:toWorld(ang(0,0,90)), vec(4,1,0.6))
cHolo(7, "cube", E:toWorld(vec(0,41,5)), E:toWorld(ang(0,0,90)), vec(3.9,0.9,0.5))

cHolo(8, "hq_stube", E:toWorld(vec(12,41,24)), E:toWorld(ang(0,0,90)), vec(1,1,0.6))
cHolo(9, "cube", E:toWorld(vec(12,41,24)), E:toWorld(ang(0,0,90)), vec(0.9,0.9,0.5))

cHolo(10, "hq_stube", E:toWorld(vec(-12,41,24)), E:toWorld(ang(0,0,90)), vec(1,1,0.6))
cHolo(11, "cube", E:toWorld(vec(-12,41,24)), E:toWorld(ang(0,0,90)), vec(0.9,0.9,0.5))

cHolo(12, "hq_cylinder", E:toWorld(vec(0,0,-30)), E:toWorld(ang(0,0,0)), vec(18,18,3))
cHolo(13, "hq_tube_thin", E:toWorld(vec(0,0,-13)), E:toWorld(ang(0,0,0)), vec(18.2,18.2,0.5))
cHolo(14, "hq_tube_thin", E:toWorld(vec(0,0,-46)), E:toWorld(ang(0,0,0)), vec(18.2,18.2,0.5))

cHolo(15, "hq_cylinder", E:toWorld(vec(0,0,-60)), E:toWorld(ang(0,0,0)), vec(11,11,2))
cHolo(16, "hq_tube_thin", E:toWorld(vec(0,0,-70)), E:toWorld(ang(0,0,0)), vec(11.2,11.2,0.5))

cHolo(17, "hq_cylinder", E:toWorld(vec(0,0,-75)), E:toWorld(ang(0,0,0)), vec(2,2,2))

cHolo(18, "hq_sphere", E:toWorld(vec(0,110,-28)), E:toWorld(ang(0,0,0)), vec(2,2,2))

cHolo(19, "hq_hdome_thin", E:toWorld(vec(0,0,-10)), E:toWorld(ang(0,0,0)), vec(13,13,17))

for(I=2,6){
holoColor(I,vec(0,0,0))
}
holoColor(6,vec(0,0,0))
holoColor(8,vec(0,0,0))
holoColor(10,vec(0,0,0))
holoColor(13,vec(0,0,0))
holoColor(14,vec(0,0,0))
holoColor(16,vec(0,0,0))

holoColor(1,vec(225,175,0))
holoColor(7,vec(0,255,200))
holoColor(12,vec(0,255,200))
holoColor(9,vec(0,255,200))
holoColor(11,vec(0,255,200))
holoColor(15,vec(225,175,0))
holoColor(17,vec(0,255,200))
holoColor(18,vec(225,175,0))

holoAlpha(19,100)
}
else{
holoDeleteAll()
}

if(first()){
E:setTrails(50,20,10,"trails/physbeam",vec(255,255,255),200)
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("Space to jump",7)
E:hintDriver("Shift - speed boost",7)
}
E2 X-type Fighter
W & S - force
Mouse aim to steer
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name X-type fighter
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=225
G=225
B=225
Colour=vec(R,G,B)
ColourR=vec(150,0,0)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)

}
cHolo(1,"hq_sphere",E:toWorld(vec(0,20,0)),E:toWorld(ang(0,0,-90)),vec(4.5,3,27)) #Nose Cone
cHolo(2,"hq_tube_thin",E:toWorld(vec(0,25,10)),E:toWorld(ang(0,0,0)),vec(3,10,2))#Cockpit
cHolo(3,"hqsphere",E:toWorld(vec(0,25,18)),E:toWorld(ang(0,0,0)),vec(3,10,4))#WindSheild
cHolo(4,"hq_cubinder",E:toWorld(vec(0,18,0)),E:toWorld(ang(0,0,-90)),vec(3,3,15))#BodyCylinder
cHolo(5,"hq_stube",E:toWorld(vec(30,-60,-15)),E:toWorld(ang(110,0,-90)),vec(3,2,15))#AirIntakeRight
cHolo(6,"hq_stube",E:toWorld(vec(-30,-60,-15)),E:toWorld(ang(-110,0,-90)),vec(3,2,15))#AirIntakeLeft
cHolo(7,"hq_rcube",E:toWorld(vec(0,-110,-10)),E:toWorld(ang(0,0,0)),vec(9,15,3.5))#Big Body Thingy
cHolo(8,"hq_stube",E:toWorld(vec(25,-205,-10)),E:toWorld(ang(0,0,90)),vec(3,2,2))#Right Thruster
cHolo(9,"hq_stube",E:toWorld(vec(-25,-205,-10)),E:toWorld(ang(0,0,90)),vec(3,2,2))#Left Thruster
cHolo(10,"hq_cylinder",E:toWorld(vec(25,-120,6)),E:toWorld(ang(0,0,90)),vec(2.2,2,5))#Right Thruster Cover
cHolo(11,"hq_cylinder",E:toWorld(vec(-25,-120,6)),E:toWorld(ang(0,0,90)),vec(2.2,2,5))#Left Thruster Cover

cHolo(22,"cube",E:toWorld(vec(80,-120,-30)),E:toWorld(ang(15,5,0)),vec(22,5,0.2))#Right Wing Body 2
cHolo(23,"cube",E:toWorld(vec(-80,-120,-30)),E:toWorld(ang(-15,-5,0)),vec(22,5,0.2))#Left Wing Body 2

cHolo(26,"cube",E:toWorld(vec(60,-195,-10)),E:toWorld(ang(0,-50,0)),vec(9,4,0.2))#Right Tail Wing Body 1
cHolo(27,"cube",E:toWorld(vec(-60,-195,-10)),E:toWorld(ang(0,50,0)),vec(9,4,0.2))#Left Tail Wing Body 1
cHolo(28,"hq_sphere",E:toWorld(vec(50,-210,-10)),E:toWorld(ang(0,0,0)),vec(1.5,7,2))#Right Tail Connector
cHolo(29,"hq_sphere",E:toWorld(vec(-50,-210,-10)),E:toWorld(ang(0,0,0)),vec(1.5,7,2))#Left Tail Connector
cHolo(30,"cube",E:toWorld(vec(98,-234,-10)),E:toWorld(ang(0,0,0)),vec(2.5,2.2,0.2))#Right Tail Wing Body 2
cHolo(31,"cube",E:toWorld(vec(-98,-234,-10)),E:toWorld(ang(0,0,0)),vec(2.5,2.2,0.2))#Left Tail Wing Body 2
cHolo(32,"cube",E:toWorld(vec(94,-244,-10)),E:toWorld(ang(0,9,0)),vec(3,1,0.2))#Right Tail Wing Body 3
cHolo(33,"cube",E:toWorld(vec(-94,-244,-10)),E:toWorld(ang(0,-9,0)),vec(3,1,0.2))#Left Tail Wing Body 3

cHolo(102,"cube",E:toWorld(vec(80,-120,20)),E:toWorld(ang(-15,5,0)),vec(22,5,0.2))#Right Wing Body 2
cHolo(103,"cube",E:toWorld(vec(-80,-120,20)),E:toWorld(ang(15,-5,0)),vec(22,5,0.2))#Left Wing Body 2
cHolo(104,"cube",E:toWorld(vec(205,-10,50)),E:toWorld(ang(0,90,0)),vec(30,1,1))#Right Missile Connector
cHolo(105,"cube",E:toWorld(vec(-205,-10,50)),E:toWorld(ang(0,90,0)),vec(30,1,1))#Left Missile Connector

cHolo(34,"cube",E:toWorld(vec(70,-150,15)),E:toWorld(ang(35,0,20)),vec(0.2,2,7))#Right Tail Rudder Body 1
cHolo(35,"cube",E:toWorld(vec(-70,-150,15)),E:toWorld(ang(-35,0,20)),vec(0.2,2,7))#Left Tail Rudder Body 1
cHolo(36,"cube",E:toWorld(vec(70,-190,15)),E:toWorld(ang(35,0,-20)),vec(0.2,2,7))#Right Tail Rudder Body 2
cHolo(37,"cube",E:toWorld(vec(-70,-190,15)),E:toWorld(ang(-35,0,-20)),vec(0.2,2,7))#Left Tail Rudder Body 2
cHolo(38,"cube",E:toWorld(vec(70,-170,16)),E:toWorld(ang(35,0,0)),vec(0.2,3,7))#Right Tail Rudder Body 3
cHolo(39,"cube",E:toWorld(vec(-70,-170,16)),E:toWorld(ang(-35,0,0)),vec(0.2,3,7))#Left Tail Rudder Body 3

cHolo(55,"cube",E:toWorld(vec(200,-10,-70)),E:toWorld(ang(0,90,45)),vec(30,1,1))#Right Missile Connector
cHolo(56,"cube",E:toWorld(vec(-200,-10,-70)),E:toWorld(ang(0,90,45)),vec(30,1,1))#Left Missile Connector
cHolo(57,"cube",E:toWorld(vec(25,-210,-10)),E:toWorld(ang(0,90,0)),vec(1,1,1))#Right Thruster Partical Effects
cHolo(58,"cube",E:toWorld(vec(-25,-210,-10)),E:toWorld(ang(0,90,0)),vec(1,1,1))#Right Thruster Partical Effects
cHolo(59,"hq_sphere",E:toWorld(vec(25,-110,6)),E:toWorld(ang(0,0,90)),vec(2.2,2,15))#Right Thruster Cover 2
cHolo(60,"hq_sphere",E:toWorld(vec(-25,-110,6)),E:toWorld(ang(0,0,90)),vec(2.2,2,15))#Left Thruster Cover 2
holoAlpha(57,1)
holoAlpha(58,1)
for(I=4,6)
{
holoColor(I,ColourR)
}

for(I=8,11)
{
holoColor(I,ColourR)
}

for(I=26,33)
{
holoColor(I,ColourR)
}

for(I=34,39)
{
holoColor(I,ColourR)
}

for(I=55,60)
{
holoColor(I,ColourR)
}

for(I=104,105)
{
holoColor(I,ColourR)
}


holoColor(4,Colour)
holoColor(1,Colour)
holoColor(5,vec(50,50,50))
holoColor(6,vec(50,50,50))
holoColor(8,vec(50,50,50))
holoColor(9,vec(50,50,50))

holoEntity(58):setTrails(50,40,0.25,"trails/physbeam",vec(0,255,255), 255)
holoEntity(57):setTrails(50,40,0.25,"trails/physbeam",vec(0,255,255), 255)
holoEntity(55):setTrails(75,40,0.25,"trails/physbeam",vec(0,255,255), 255)
holoEntity(56):setTrails(75,40,0.25,"trails/physbeam",vec(0,255,255), 255)

holoEntity(104):setTrails(75,40,0.25,"trails/physbeam",vec(0,255,255), 255)
holoEntity(105):setTrails(75,40,0.25,"trails/physbeam",vec(0,255,255), 255)
holoMaterial(3,"models/props_combine/portalball001_sheet")
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/210
R1=E:angles():roll()/210
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*285)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*175)
SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"k_lab.teleport_active")}
soundPitch(1,Speed*T*6+SoundFix)
soundVolume(1, 150)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*250
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*750)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",3)
E:hintDriver("W and S - force",3)
E:hintDriver("Mouse aim to steer",3)
}
E2 Little Car
WASD - movement
H - honk
Shift - speed boost
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name little car
@inputs
@outputs Eang:angle Speed Spd AD
@persist EArr:array [User,E]:entity W A S D Shift Space M1 M2 Speed [RanC,RanF,RanB,RanL,RanR]:ranger WS AD C
@trigger

runOnTick(1)

if(first())
{
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
}

C++
User = E:driver()
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
Shift = User:keySprint()
Space = User:keyPressed("Space")
Honk = User:keyPressed("H")
F = User:keyPressed("F")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()

E = entity():isWeldedTo()
E:setMass(500000)
EArr = array(E,entity(),User)
E:applyForce(-E:vel()*E:mass()/35)
E:applyForce(vec(0,0,10)*E:mass())

rangerFilter(EArr)
RanC = rangerOffset(50,E:pos()+E:boxCenter(),-E:up())
E:applyForce(E:up()*(42-RanC:distance())*E:mass())

rangerFilter(EArr)
RanF = rangerOffset(30,E:pos()+E:boxCenter()+E:forward()*70,-E:up())

rangerFilter(EArr)

rangerFilter(EArr)
RanB = rangerOffset(30,E:pos()+E:boxCenter()-E:forward()*70,-E:up())

rangerFilter(EArr)
RanL = rangerOffset(30,E:pos()+E:boxCenter()-E:right()*70,-E:up())

rangerFilter(EArr)
RanR = rangerOffset(30,E:pos()+E:boxCenter()+E:right()*70,-E:up())

E:applyTorque(vec(RanB:distance()-RanF:distance(),RanR:distance()-RanL:distance(),(A-D)*15)*E:mass()*10-E:angVelVector()*E:mass())

if(Space){
Spd = 0
E:applyForce(-(E:vel():setZ(0))*E:mass()/30)
}

if(Honk){
entity():soundPlay(1,0,"Streetwar.d3_C17_13_beep")
soundPitch(1,43)
soundVolume(1,150)
}else{soundStop(1)}

if(Shift){
Spd = 50
}
else{
Spd = 30
}
E:applyForce(E:forward()*(W-S)*E:mass()*Spd)

if(C>10){
cHolo(1, "hq_rcube_thick", E:toWorld(vec(0,0,18)), E:toWorld(ang(0,0,0)), vec(5,7,2))
cHolo(2, "hq_tube", E:toWorld(vec(0,0,30)), E:toWorld(ang(0,0,0)), vec(4,4.5,0.5))
cHolo(11, "hq_dome", E:toWorld(vec(0,0,30)), E:toWorld(ang(0,0,0)), vec(3.75,4,5))
cHolo(12, "hq_tube", E:toWorld(vec(15,38,20)), E:toWorld(ang(0,0,90)), vec(1,1,1))
cHolo(13, "hq_cylinder", E:toWorld(vec(15,38,20)), E:toWorld(ang(0,0,90)), vec(0.75,0.75,0.85))

cHolo(14, "hq_tube", E:toWorld(vec(-15,38,20)), E:toWorld(ang(0,0,90)), vec(1,1,1))
cHolo(15, "hq_cylinder", E:toWorld(vec(-15,38,20)), E:toWorld(ang(0,0,90)), vec(0.75,0.75,0.85))

holoCreate(3)
holoModel(3,"hq_rcylinder")
holoScale(3,vec(1.5,1.5,0.5))
holoPos(3,E:toWorld(vec(-30,25,9)))
holoAng(3,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(3,E)

holoCreate(4)
holoModel(4,"hq_rcylinder")
holoScale(4,vec(1.5,1.5,0.5))
holoPos(4,E:toWorld(vec(30,25,9)))
holoAng(4,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(4,E)

holoCreate(6)
holoModel(6,"hq_rcylinder")
holoScale(6,vec(1.5,1.5,0.5))
holoPos(6,E:toWorld(vec(30,-25,9)))
holoAng(6,E:right():toAngle()+ang(90,0,0))
holoParent(6,E)

holoCreate(7)
holoModel(7,"hq_rcylinder")
holoScale(7,vec(1.5,1.5,0.5))
holoPos(7,E:toWorld(vec(-30,-25,9)))
holoAng(7,E:right():toAngle()+ang(90,0,0))
holoParent(7,E)

holoCreate(8)
holoModel(8,"hq_cylinder")
holoScale(8,vec(0.2,0.2,1.5))
holoPos(8,E:pos()+E:forward()*20+E:up()*26)
holoAng(8,E:angles()+ang(0,0,30))
holoParent(8,E)

holoCreate(9)
holoModel(9,"hq_torus")
holoScale(9,vec(1,1,1))
holoPos(9,E:pos()+E:forward()*15+E:up()*34)
holoAng(9,E:angles()+ang(0,0,30))
holoParent(9,E)

holoCreate(10)
holoModel(10,"hq_cylinder")
holoScale(10,vec(0.1,0.1,0.9))
holoPos(10,E:pos()+E:forward()*15+E:up()*34)
holoAng(10,(E:right()+(E:forward()+E:up()/1.85)*(A-D)):toAngle()+ang(90,0,0))
holoParent(10,E)

holoColor(1,vec(255,50,50))
holoMaterial(2,"phoenix_storms/dome")
holoColor(11,vec(100,200,255))
holoAlpha(11,100)

holoColor(3,vec(10,10,10))
holoColor(4,vec(10,10,10))
holoColor(6,vec(10,10,10))
holoColor(7,vec(10,10,10))

holoColor(15,vec(255,200,0))
holoColor(13,vec(255,200,0))

holoMaterial(12,"phoenix_storms/dome")
holoMaterial(14,"phoenix_storms/dome")

for(I=8,10)
{
holoMaterial(I,"phoenix_storms/dome")
holoColor(I,vec(150,150,150))
}
}
else{
holoDeleteAll()
}

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("H - honk",7)
E:hintDriver("Shift - speed boost",7)
}
E2 NOD Attack Bike
WASD - movement
H - honk
Shift - speed boost
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name NOD attack bike
@inputs
@outputs Eang:angle Speed Spd AD
@persist EArr:array [User,E]:entity W A S D Shift Space M1 M2 Speed [RanC,RanF,RanB,RanL,RanR]:ranger WS AD C SoundFixTimer Timer T
@trigger

runOnTick(1)

if(first())
{
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
}

Color = vec(0,225,255)
Back = vec(55,55,55)
C++
User = E:driver()
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
Shift = User:keySprint()
Space = User:keyPressed("Space")
Honk = User:keyPressed("H")
F = User:keyPressed("F")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()

E = entity():isWeldedTo()
E:setMass(500000)
EArr = array(E,entity(),User)
E:applyForce(-E:vel()*E:mass()/50)
E:applyForce(vec(0,0,12)*E:mass())


rangerFilter(EArr)
RanC = rangerOffset(50,E:pos()+E:boxCenter(),-E:up())
E:applyForce(E:up()*(40-RanC:distance())*E:mass())

rangerFilter(EArr)
RanF = rangerOffset(50,E:pos()+E:boxCenter()+E:forward()*70,-E:up())

rangerFilter(EArr)

rangerFilter(EArr)
RanB = rangerOffset(50,E:pos()+E:boxCenter()-E:forward()*70,-E:up())

rangerFilter(EArr)
RanL = rangerOffset(50,E:pos()+E:boxCenter()-E:right()*70,-E:up())

rangerFilter(EArr)
RanR = rangerOffset(50,E:pos()+E:boxCenter()+E:right()*70,-E:up())

E:applyTorque(vec(RanB:distance()-RanF:distance(),RanR:distance()-RanL:distance(),(A-D)*15)*E:mass()*10-E:angVelVector()*E:mass())

if(Space){
Spd = 0
E:applyForce(-(E:vel():setZ(0))*E:mass()/30)
}

if(Honk){
entity():soundPlay(2,0,"Streetwar.d3_C17_13_beep")
soundPitch(2,43)
soundVolume(2,150)
#coast.siren_citizen
#Streetwar.d3_C17_13_beep
}else{soundStop(2)}

if(Shift){
Spd = 45
}
else{
Spd = 25
}
E:applyForce(E:forward()*(W-S)*E:mass()*Spd)

if(C>10){
cHolo(1, "hq_rcube", E:toWorld(vec(0,0,1)), E:toWorld(ang(0,0,0)), vec(2,12,2))
cHolo(2, "hq_sphere", E:toWorld(vec(0,0,10)), E:toWorld(ang(0,0,0)), vec(2,12,2))

cHolo(5, "hq_dome", E:toWorld(vec(0,50,11)), E:toWorld(ang(0,0,0)), vec(3,9,2.5))
cHolo(6, "hq_dome", E:toWorld(vec(0,55,16)), E:toWorld(ang(0,0,0)), vec(2.5,7,2))

cHolo(7, "hq_cylinder", E:toWorld(vec(0,-50,13)), E:toWorld(ang(0,0,90)), vec(1,1,4))

cHolo(8, "hq_cylinder", E:toWorld(vec(0,30,11)), E:toWorld(ang(0,90,90)), vec(0.5,0.5,4))
cHolo(9, "hq_cylinder", E:toWorld(vec(0,80,-5)), E:toWorld(ang(0,90,90)), vec(0.5,0.5,4))

cHolo(10, "hq_rcube", E:toWorld(vec(25,55,2)), E:toWorld(ang(0,0,-20)), vec(1,5,1))
cHolo(11, "hq_rcube", E:toWorld(vec(-25,55,2)), E:toWorld(ang(0,0,-20)), vec(1,5,1))

cHolo(12, "hq_cylinder", E:toWorld(vec(0,-20,-5)), E:toWorld(ang(0,90,90)), vec(0.5,0.5,4))
cHolo(13, "hq_cylinder", E:toWorld(vec(0,-80,-5)), E:toWorld(ang(0,90,90)), vec(0.5,0.5,4))

cHolo(14, "hq_rcube", E:toWorld(vec(25,-50,-5)), E:toWorld(ang(0,0,0)), vec(1,7,1))
cHolo(15, "hq_rcube", E:toWorld(vec(-25,-50,-5)), E:toWorld(ang(0,0,0)), vec(1,7,1))

cHolo(16, "hq_hdome_thin", E:toWorld(vec(0,20,20)), E:toWorld(ang(0,0,-90)), vec(1.5,2,8))

cHolo(17, "hq_cylinder", E:toWorld(vec(0,30,18)), E:toWorld(ang(0,90,90)), vec(0.25,0.25,4))

cHolo(18, "hq_rcylinder", E:toWorld(vec(40,-50,-5)), E:toWorld(ang(0,0,90)), vec(1.5,1.5,3))
cHolo(19, "hq_rcylinder", E:toWorld(vec(40,-90,-5)), E:toWorld(ang(0,0,90)), vec(1.5,1.5,3))
cHolo(20, "hq_rcylinder", E:toWorld(vec(40,-70,-5)), E:toWorld(ang(0,0,90)), vec(2,2,5))

cHolo(21, "hq_rcylinder", E:toWorld(vec(-40,-50,-5)), E:toWorld(ang(0,0,90)), vec(1.5,1.5,3))
cHolo(22, "hq_rcylinder", E:toWorld(vec(-40,-90,-5)), E:toWorld(ang(0,0,90)), vec(1.5,1.5,3))
cHolo(23, "hq_rcylinder", E:toWorld(vec(-40,-70,-5)), E:toWorld(ang(0,0,90)), vec(2,2,5))

holoCreate(3)
holoModel(3,"hq_rcylinder")
holoScale(3,vec(4,4,3))
holoPos(3,E:toWorld(vec(0,80,-5)))
holoAng(3,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(3,E)

holoCreate(24)
holoModel(24,"hq_tube")
holoScale(24,vec(3.25,3.25,3.25))
holoPos(24,E:toWorld(vec(0,80,-5)))
holoAng(24,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(24,E)

holoCreate(4)
holoModel(4,"hq_rcylinder")
holoScale(4,vec(4,4,3))
holoPos(4,E:toWorld(vec(0,-80,-5)))
holoAng(4,E:right():toAngle()+ang(90,0,0))
holoParent(4,E)

holoCreate(25)
holoModel(25,"hq_tube")
holoScale(25,vec(3.25,3.25,3.25))
holoPos(25,E:toWorld(vec(0,-80,-5)))
holoAng(25,E:right():toAngle()+ang(90,0,0))
holoParent(25,E)

holoMaterial(1,"sprops/textures/sprops_metal1")
holoMaterial(2,"sprops/textures/sprops_metal1")

holoMaterial(3,"phoenix_storms/car_tire")
holoMaterial(4,"phoenix_storms/car_tire")

holoMaterial(5,"sprops/textures/sprops_metal1")
holoMaterial(7,"sprops/textures/sprops_metal1")
holoMaterial(8,"sprops/textures/sprops_metal1")
holoMaterial(9,"sprops/textures/sprops_metal1")

holoMaterial(10,"sprops/textures/sprops_metal1")
holoMaterial(11,"sprops/textures/sprops_metal1")
holoMaterial(12,"sprops/textures/sprops_metal1")
holoMaterial(13,"sprops/textures/sprops_metal1")

holoMaterial(14,"sprops/textures/sprops_metal1")
holoMaterial(15,"sprops/textures/sprops_metal1")
holoMaterial(18,"sprops/textures/sprops_metal1")
holoMaterial(17,"sprops/textures/sprops_metal1")

holoMaterial(20,"sprops/textures/sprops_metal1")
holoMaterial(21,"sprops/textures/sprops_metal1")
holoMaterial(23,"sprops/textures/sprops_metal1")

holoColor(6,vec(255,0,0))
holoColor(16,vec(255,0,0))
holoColor(19,vec(255,0,0))
holoColor(22,vec(255,0,0))
holoColor(25,vec(255,0,0))
holoColor(24,vec(255,0,0))


holoColor(1,vec(125,125,125))
holoColor(2,vec(125,125,125))
holoColor(5,vec(125,125,125))
holoColor(7,vec(125,125,125))

holoColor(8,vec(85,85,85))
holoColor(9,vec(85,85,85))
holoColor(10,vec(125,125,125))
holoColor(11,vec(125,125,125))

holoColor(12,vec(85,85,85))
holoColor(13,vec(85,85,85))
holoColor(14,vec(125,125,125))
holoColor(15,vec(125,125,125))

holoColor(17,vec(95,95,95))
holoColor(18,vec(125,125,125))
holoColor(20,vec(155,155,155))
holoColor(21,vec(125,125,125))
holoColor(23,vec(155,155,155))

if(first()){
holoEntity(19):setTrails(50,1,1,"trails/smoke",vec(200,0,0),255)
holoEntity(22):setTrails(50,1,1,"trails/smoke",vec(200,0,0),255)
}
}
else{
holoDeleteAll()
}
P = 0
if(W){
P=20
}
if(S){
P=-20
}
if(Shift){
P=70
}
SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"npc/combine_gunship/dropship_engine_near_loop1.wav")}
soundPitch(1,Speed*T*6+SoundFix)
soundVolume(1, 0.25)

soundPitch(1,100+P)


if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("H - honk",7)
E:hintDriver("Shift - speed boost",7)
}
E2 NOD Avatar
WASD - movement
Space - jump
By R.A.D.I.O.A.C.T.I.V.E
Code again is too big for steam. Here is code:
https://pastebin.com/idvVpnnm
E2 NOD Carryall
WASD - movement
Space - to fly
F - to land
Shift - speed boost
By R.A.D.I.O.A.C.T.I.V.E
The code is big. Copy it from here:
https://pastebin.com/QwiZAGkF
E2 NOD Raider Buggy
WASD - movement
H - honk
Shift - speed boost
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name NOD raider buggy
@inputs
@outputs Eang:angle Speed Spd AD
@persist EArr:array [User,E]:entity W A S D Shift Space M1 M2 Speed [RanC,RanF,RanB,RanL,RanR]:ranger WS AD C SoundFixTimer Timer T
@trigger

runOnTick(1)

if(first())
{
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)

}
}

Color = vec(0,225,255)
Back = vec(55,55,55)
C++
User = E:driver()
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
Shift = User:keySprint()
Space = User:keyPressed("Space")
Honk = User:keyPressed("H")
F = User:keyPressed("F")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()

E = entity():isWeldedTo()
E:setMass(500000)
EArr = array(E,entity(),User)
E:applyForce(-E:vel()*E:mass()/50)
E:applyForce(vec(0,0,12)*E:mass())


rangerFilter(EArr)
RanC = rangerOffset(55,E:pos()+E:boxCenter(),-E:up())
E:applyForce(E:up()*(45-RanC:distance())*E:mass())

rangerFilter(EArr)
RanF = rangerOffset(70,E:pos()+E:boxCenter()+E:forward()*70,-E:up())

rangerFilter(EArr)

rangerFilter(EArr)
RanB = rangerOffset(70,E:pos()+E:boxCenter()-E:forward()*70,-E:up())

rangerFilter(EArr)
RanL = rangerOffset(70,E:pos()+E:boxCenter()-E:right()*70,-E:up())

rangerFilter(EArr)
RanR = rangerOffset(70,E:pos()+E:boxCenter()+E:right()*70,-E:up())

E:applyTorque(vec(RanB:distance()-RanF:distance(),RanR:distance()-RanL:distance(),(A-D)*15)*E:mass()*10-E:angVelVector()*E:mass())

if(Space){
Spd = 0
E:applyForce(-(E:vel():setZ(0))*E:mass()/30)
}

if(Honk){
entity():soundPlay(2,0,"Streetwar.d3_C17_13_beep")
soundPitch(2,43)
soundVolume(2,150)
#coast.siren_citizen
#Streetwar.d3_C17_13_beep
}else{soundStop(2)}

if(Shift){
Spd = 45
}
else{
Spd = 20
}
E:applyForce(E:forward()*(W-S)*E:mass()*Spd)

if(C>10){
cHolo(1, "hq_cylinder", E:toWorld(vec(0,0,0)), E:toWorld(ang(0,0,0)), vec(7,7,1))
cHolo(2, "hq_hdome_thin", E:toWorld(vec(0,0,30)), E:toWorld(ang(0,0,90)), vec(5,5,7))

cHolo(7, "right_prism", E:toWorld(vec(0,-43,20)), E:toWorld(ang(0,-90,0)), vec(6,7,3))
cHolo(8, "right_prism", E:toWorld(vec(-40,50,10)), E:toWorld(ang(10,80,-140)), vec(11,0.5,5))
cHolo(9, "right_prism", E:toWorld(vec(40,50,10)), E:toWorld(ang(10,100,140)), vec(11,0.5,5))

cHolo(10, "right_prism", E:toWorld(vec(42,10,19)), E:toWorld(ang(0,10,0)), vec(2,3,3))
cHolo(11, "right_prism", E:toWorld(vec(-42,10,19)), E:toWorld(ang(0,170,0)), vec(2,3,3))

cHolo(12, "right_prism", E:toWorld(vec(0,42,10)), E:toWorld(ang(0,90,180)), vec(3,5,3))

cHolo(13, "hq_rcylinder", E:toWorld(vec(0,-20,40)), E:toWorld(ang(0,90,90)), vec(2,2,7))
cHolo(14, "hq_rcube", E:toWorld(vec(0,-40,30)), E:toWorld(ang(0,0,0)), vec(4,3,4))

cHolo(15, "hq_rcube", E:toWorld(vec(45,-55,0)), E:toWorld(ang(0,0,10)), vec(1,10,1))
cHolo(16, "hq_rcube", E:toWorld(vec(45,55,0)), E:toWorld(ang(0,0,-10)), vec(1,10,1))

cHolo(17, "hq_rcube", E:toWorld(vec(-45,-55,0)), E:toWorld(ang(0,0,10)), vec(1,10,1))
cHolo(18, "hq_rcube", E:toWorld(vec(-45,55,0)), E:toWorld(ang(0,0,-10)), vec(1,10,1))

cHolo(19, "hq_stube", E:toWorld(vec(0,-60,35)), E:toWorld(ang(0,0,-20)), vec(3,5,0.5))

cHolo(20, "hq_rcylinder", E:toWorld(vec(20,-40,30)), E:toWorld(ang(0,0,0)), vec(2,2,5))
cHolo(21, "hq_cylinder", E:toWorld(vec(30,-40,60)), E:toWorld(ang(30,0,0)), vec(0.45,0.45,3))
cHolo(22, "hq_rcylinder", E:toWorld(vec(40,-40,80)), E:toWorld(ang(0,0,90)), vec(1,1,2))
cHolo(23, "hq_rcylinder", E:toWorld(vec(40,-30,80)), E:toWorld(ang(0,0,90)), vec(0.45,0.45,4))


##RED PARTS##

cHolo(24, "hq_cylinder", E:toWorld(vec(0,-20,40)), E:toWorld(ang(0,90,90)), vec(1,1,7.25))

cHolo(25, "right_prism", E:toWorld(vec(-38,20,25)), E:toWorld(ang(10,80,-140)), vec(4,0.5,2))
cHolo(26, "right_prism", E:toWorld(vec(38,20,25)), E:toWorld(ang(10,100,140)), vec(4,0.5,2))

cHolo(27, "cube", E:toWorld(vec(-10,-40,49)), E:toWorld(ang(0,0,0)), vec(1,1,1))

holoCreate(3)
holoModel(3,"hq_rcylinder")
holoScale(3,vec(4,4,2))
holoPos(3,E:toWorld(vec(-58,110,-8)))
holoAng(3,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(3,E)

holoCreate(4)
holoModel(4,"hq_rcylinder")
holoScale(4,vec(4,4,2))
holoPos(4,E:toWorld(vec(58,110,-8)))
holoAng(4,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(4,E)



holoCreate(5)
holoModel(5,"hq_rcylinder")
holoScale(5,vec(4,4,2))
holoPos(5,E:toWorld(vec(58,-110,-8)))
holoAng(5,E:right():toAngle()+ang(90,0,0))
holoParent(5,E)

holoCreate(6)
holoModel(6,"hq_rcylinder")
holoScale(6,vec(4,4,2))
holoPos(6,E:toWorld(vec(-58,-110,-8)))
holoAng(6,E:right():toAngle()+ang(90,0,0))
holoParent(6,E)

holoMaterial(3, "phoenix_storms/car_tire")
holoMaterial(4, "phoenix_storms/car_tire")
holoMaterial(5, "phoenix_storms/car_tire")
holoMaterial(6, "phoenix_storms/car_tire")

holoMaterial(1,"sprops/textures/sprops_metal1")
holoMaterial(2,"sprops/textures/sprops_metal1")
holoMaterial(7,"sprops/textures/sprops_metal1")
holoMaterial(8,"sprops/textures/sprops_metal1")
holoMaterial(9,"sprops/textures/sprops_metal1")
holoMaterial(10,"sprops/textures/sprops_metal1")
holoMaterial(11,"sprops/textures/sprops_metal1")
holoMaterial(12,"sprops/textures/sprops_metal1")
holoMaterial(13,"sprops/textures/sprops_metal1")
holoMaterial(14,"sprops/textures/sprops_metal1")
holoMaterial(15,"sprops/textures/sprops_metal1")
holoMaterial(16,"sprops/textures/sprops_metal1")
holoMaterial(17,"sprops/textures/sprops_metal1")
holoMaterial(18,"sprops/textures/sprops_metal1")
holoMaterial(19,"sprops/textures/sprops_metal1")
holoMaterial(20,"sprops/textures/sprops_metal1")
holoMaterial(21,"sprops/textures/sprops_metal1")
holoMaterial(22,"sprops/textures/sprops_metal1")


holoColor(1,vec(75,75,75))
holoColor(2,vec(175,175,175))
holoColor(7,vec(150,150,150))
holoColor(8,vec(175,175,175))

holoColor(9,vec(175,175,175))
holoColor(10,vec(175,175,175))
holoColor(11,vec(175,175,175))

holoColor(12,vec(150,150,150))
holoColor(13,vec(155,155,155))
holoColor(14,vec(175,175,175))

holoColor(15,vec(95,95,95))
holoColor(16,vec(95,95,95))
holoColor(17,vec(95,95,95))
holoColor(18,vec(95,95,95))

holoColor(19,vec(125,125,125))
holoColor(20,vec(175,175,175))
holoColor(21,vec(125,125,125))

holoColor(22,vec(175,175,175))


holoColor(23,vec(250,0,0))
holoColor(24,vec(250,0,0))
holoColor(25,vec(250,0,0))
holoColor(26,vec(250,0,0))
holoColor(27,vec(250,0,0))

}
else{
holoDeleteAll()
}
P = 0
if(W){
P=20
}
if(S){
P=-20
}
if(Shift){
P=40
}
SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"npc/combine_gunship/dropship_engine_near_loop1.wav")}
soundPitch(1,Speed*T*6+SoundFix)
soundVolume(1, 0.25)

soundPitch(1,100+P)

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("H - honk",7)
E:hintDriver("Shift - speed boost",7)
}
E2 NOD Reckoner
WASD - movement
Shift - speed boost
By R.A.D.I.O.A.C.T.I.V.E
Here is E2 chip:
https://pastebin.com/02jbBa41
E2 NOD Venom
WASD - movement
Space - to fly
F - to land
Shift - speed boost
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name NOD venom
@inputs
@outputs Speed
@persist T Speedy SoundFixTimer Timer [E,User]:entity W A S D F Shift Space M1 M2 Speed EArr:array C P
@trigger

if(first()){
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
}
runOnTick(1)

E = entity():isWeldedTo()
E:setMass(500000)
User = E:driver()
Earr = array(E,User,entity())
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
F = User:keyPressed("F")
Shift = User:keySprint()
Space = User:keyPressed("Space")
Ctrl = User:keyDuck()
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()
E:applyForce(-E:vel()*E:mass()/2)
C += 5
rangerFilter(E)
rangerHitWater(1)
RanC = rangerOffset(0,E:pos()+E:boxCenter(),vec(0,0,0))
E:applyForce(vec(0,0,0)*E:mass())

E:applyForce((W-S)*E:forward()*Speedy*E:mass())
E:applyForce((Space-F)*E:up()*200*E:mass())
E:applyForce((A-D)*Ctrl*-E:right()*350*E:mass())

E:applyTorque((vec((S-W)*10-E:angles():roll(),(D-A)*10-E:angles():pitch(),(A-D)*!Ctrl*10)*10-E:angVelVector())*E:mass())

if(Shift){
Speedy = 850
}
else{
Speedy = 450
}

if(C>0){
cHolo(1,"hq_dome",E:toWorld(vec(0,-10,20)),E:toWorld(ang(0,0,-20)),vec(5,10,6)) #corpus
cHolo(2,"hq_dome",E:toWorld(vec(0,-10,20)),E:toWorld(ang(0,0,-200)),vec(4,9,5)) #corpus
cHolo(3,"hq_dome",E:toWorld(vec(0,13,16)),E:toWorld(ang(0,0,-20)),vec(3.25,6,5)) #RED_PART

cHolo(4,"hq_rcylinder",E:toWorld(vec(0,-59,30)),E:toWorld(ang(90,0,0)),vec(6,6,5)) #corpus
cHolo(5,"hq_tube_thin",E:toWorld(vec(0,-59,30)),E:toWorld(ang(90,0,0)),vec(4,4,5.25)) #RED_PART

cHolo(6,"hq_cone",E:toWorld(vec(70,-59,42)),E:toWorld(ang(75,0,0)),vec(3,3,7.25)) #corpus

cHolo(7,"hq_rcylinder",E:toWorld(vec(75,-59,38)),E:toWorld(ang(0,0,-10)),vec(3,3,4)) #corpus
cHolo(8,"hq_cylinder",E:toWorld(vec(75,-59,38)),E:toWorld(ang(0,0,-10)),vec(2,2,4.25)) #RED_PART

cHolo(9,"hq_cylinder",E:toWorld(vec(75,-59,38)),E:toWorld(ang(0,0,-10)),vec(3.25,3.25,0.25)) #RED_PART
cHolo(10,"hq_cylinder",E:toWorld(vec(75,-57,48)),E:toWorld(ang(0,0,-10)),vec(3.25,3.25,0.25)) #RED_PART
cHolo(11,"hq_cylinder",E:toWorld(vec(75,-61,28)),E:toWorld(ang(0,0,-10)),vec(3.25,3.25,0.25)) #RED_PART

cHolo(12,"hq_cone",E:toWorld(vec(-70,-59,42)),E:toWorld(ang(-75,0,0)),vec(3,3,7.25)) #corpus

cHolo(13,"hq_rcylinder",E:toWorld(vec(-75,-59,38)),E:toWorld(ang(0,0,-10)),vec(3,3,4)) #corpus
cHolo(14,"hq_cylinder",E:toWorld(vec(-75,-59,38)),E:toWorld(ang(0,0,-10)),vec(2,2,4.25)) #RED_PART

cHolo(15,"hq_cylinder",E:toWorld(vec(-75,-59,38)),E:toWorld(ang(0,0,-10)),vec(3.25,3.25,0.25)) #RED_PART
cHolo(16,"hq_cylinder",E:toWorld(vec(-75,-57,48)),E:toWorld(ang(0,0,-10)),vec(3.25,3.25,0.25)) #RED_PART
cHolo(17,"hq_cylinder",E:toWorld(vec(-75,-61,28)),E:toWorld(ang(0,0,-10)),vec(3.25,3.25,0.25)) #RED_PART

cHolo(18,"hq_rcube",E:toWorld(vec(0,-59,55)),E:toWorld(ang(0,0,-30)),vec(0.5,4,3)) #corpus

cHolo(19,"hq_rcube",E:toWorld(vec(0,-110,45)),E:toWorld(ang(0,0,-5)),vec(2,8,2)) #corpus
cHolo(20,"hq_rcube",E:toWorld(vec(0,-110,30)),E:toWorld(ang(0,0,-25)),vec(2,8,2)) #corpus

cHolo(21,"right_prism",E:toWorld(vec(30,-140,75)),E:toWorld(ang(0,90,50)),vec(2.5,0.5,5)) #corpus
cHolo(22,"right_prism",E:toWorld(vec(-30,-140,75)),E:toWorld(ang(0,90,-50)),vec(2.5,0.5,5)) #corpus

cHolo(23,"cube",E:toWorld(vec(0,-110,45)),E:toWorld(ang(0,0,-5)),vec(1.25,8.25,1.25)) #RED_PART

cHolo(24,"hq_rcylinder",E:toWorld(vec(5,40,-12)),E:toWorld(ang(0,0,-100)),vec(0.5,0.5,4)) #corpus
cHolo(25,"hq_rcylinder",E:toWorld(vec(-5,35,-12)),E:toWorld(ang(0,0,-100)),vec(0.5,0.5,2)) #corpus

holoColor(3,vec(250,0,0))
holoColor(5,vec(250,0,0))
holoColor(8,vec(250,0,0))
holoColor(9,vec(250,0,0))
holoColor(10,vec(250,0,0))
holoColor(11,vec(250,0,0))
holoColor(14,vec(250,0,0))
holoColor(15,vec(250,0,0))
holoColor(16,vec(250,0,0))
holoColor(17,vec(250,0,0))
holoColor(23,vec(250,0,0))

holoMaterial(1,"sprops/textures/sprops_metal1")
holoMaterial(2,"sprops/textures/sprops_metal1")
holoMaterial(4,"sprops/textures/sprops_metal1")
holoMaterial(6,"sprops/textures/sprops_metal1")
holoMaterial(7,"sprops/textures/sprops_metal1")
holoMaterial(12,"sprops/textures/sprops_metal1")
holoMaterial(13,"sprops/textures/sprops_metal1")
holoMaterial(18,"sprops/textures/sprops_metal1")
holoMaterial(19,"sprops/textures/sprops_metal1")
holoMaterial(20,"sprops/textures/sprops_metal1")
holoMaterial(21,"sprops/textures/sprops_metal1")
holoMaterial(22,"sprops/textures/sprops_metal1")

holoMaterial(24,"sprops/textures/sprops_metal1")
holoMaterial(25,"sprops/textures/sprops_metal1")

holoColor(1,vec(155,155,155))
holoColor(2,vec(125,125,125))

holoColor(4,vec(125,125,125))
holoColor(6,vec(155,155,155))
holoColor(7,vec(125,125,125))
holoColor(12,vec(155,155,155))
holoColor(13,vec(125,125,125))

holoColor(18,vec(155,155,155))
holoColor(19,vec(155,155,155))
holoColor(20,vec(155,155,155))
holoColor(21,vec(125,125,125))
holoColor(22,vec(125,125,125))

holoColor(24,vec(100,100,100))
holoColor(25,vec(100,100,100))

if(first()){
holoEntity(8):setTrails(50,1,1,"trails/smoke",vec(200,0,0),255)
holoEntity(14):setTrails(50,1,1,"trails/smoke",vec(200,0,0),255)
holoEntity(23):setTrails(50,1,1,"trails/smoke",vec(200,0,0),255)
}
}
else{
holoDeleteAll()
}
SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"npc/combine_gunship/dropship_engine_near_loop1.wav")}
soundPitch(1, 100+P)
soundVolume(1, 0.5)

P = (W+S+Space-F+A+D)*15

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("Space to fly",7)
E:hintDriver("f to land",7)
E:hintDriver("Shift - speed boost",7)
}
E2 Millennium Falcon
W & S - force
Mouse aim to steer
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name millennium falcon
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=175
G=175
B=175
Colour=vec(R,G,B)
ColourR=vec(75,75,75)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)

}
cHolo(1,"hq_cylinder",E:toWorld(vec(0,0,-20)),E:toWorld(ang(0,0,0)),vec(40,40,2.5)) #Corpus

cHolo(2,"hq_rcylinder_thick",E:toWorld(vec(0,0,-6)),E:toWorld(ang(90,0,0)),vec(5,5,35)) #peice of corpus

cHolo(3,"hq_cylinder",E:toWorld(vec(0,0,5)),E:toWorld(ang(0,0,0)),vec(10,10,3.5)) #peice of corpus

cHolo(4,"hq_cone",E:toWorld(vec(0,0,4)),E:toWorld(ang(0,0,0)),vec(41,41,1.5)) #peice of corpus

cHolo(5,"right_prism",E:toWorld(vec(0,160,3)),E:toWorld(ang(0,90,0)),vec(25,10,1.5)) #peice of corpus

cHolo(6,"right_prism",E:toWorld(vec(0,160,-45)),E:toWorld(ang(0,90,180)),vec(25,10,3)) #peice of corpus

cHolo(7,"hq_cylinder",E:toWorld(vec(0,0,-33)),E:toWorld(ang(0,0,0)),vec(35,35,1.5)) #peice of corpus

cHolo(8,"hq_cylinder",E:toWorld(vec(0,0,-45)),E:toWorld(ang(0,0,0)),vec(25,25,1.5)) #peice of corpus

cHolo(9,"hq_cylinder",E:toWorld(vec(0,0,-47.5)),E:toWorld(ang(0,0,0)),vec(25,25,3)) #peice of corpus

cHolo(10,"hq_cone",E:toWorld(vec(0,0,-44)),E:toWorld(ang(0,0,180)),vec(41,41,1.5)) #piece of corpus

cHolo(11,"right_prism",E:toWorld(vec(150,260,-20)),E:toWorld(ang(0,90,90)),vec(25,2.5,9)) #right wing

cHolo(12,"cube",E:toWorld(vec(80,260,-20)),E:toWorld(ang(0,0,0)),vec(3,25,2.5)) #right hand

cHolo(13,"right_prism",E:toWorld(vec(-150,260,-20)),E:toWorld(ang(0,90,-90)),vec(25,2.5,9)) #right wing

cHolo(14,"cube",E:toWorld(vec(-80,260,-20)),E:toWorld(ang(0,0,0)),vec(3,25,2.5)) #right hand

cHolo(15,"hq_cylinder",E:toWorld(vec(0,-100,0)),E:toWorld(ang(0,0,4)),vec(4,4,2)) #vent of corpus

cHolo(16,"hq_cylinder",E:toWorld(vec(0,-175,-5)),E:toWorld(ang(0,0,4)),vec(4,4,2)) #vent of corpus

cHolo(17,"hq_cylinder",E:toWorld(vec(75,-80,0)),E:toWorld(ang(0,0,4)),vec(4,4,2)) #vent of corpus

cHolo(18,"hq_cylinder",E:toWorld(vec(-75,-80,0)),E:toWorld(ang(0,0,4)),vec(4,4,2)) #vent of corpus

cHolo(19,"hq_cylinder",E:toWorld(vec(110,-140,-5)),E:toWorld(ang(0,0,4)),vec(4,4,2)) #vent of corpus

cHolo(20,"hq_cylinder",E:toWorld(vec(-110,-140,-5)),E:toWorld(ang(0,0,4)),vec(4,4,2)) #vent of corpus

cHolo(21,"hq_cylinder",E:toWorld(vec(0,0,-20)),E:toWorld(ang(90,0,0)),vec(2.5,2.5,41)) #peice of corpus

cHolo(22,"hq_rcylinder_thick",E:toWorld(vec(100,100,-6)),E:toWorld(ang(90,45,0)),vec(5,5,20)) #peice of cabine

cHolo(23,"hq_rcylinder_thick",E:toWorld(vec(195,210,-6)),E:toWorld(ang(90,90,0)),vec(5,5,5)) #peice of cabine

cHolo(24,"hq_cone",E:toWorld(vec(195,260,-6)),E:toWorld(ang(90,90,0)),vec(5,5,5)) #peice of cabine

cHolo(25,"rcylinder",E:toWorld(vec(195,259,-6)),E:toWorld(ang(90,90,0)),vec(2,2,5)) #peice of cabine

cHolo(26,"hq_cone",E:toWorld(vec(195,265,-5)),E:toWorld(ang(110,90,0)),vec(3,3,4.5)) #window

cHolo(27,"hq_cylinder",E:toWorld(vec(195,259.75,-6)),E:toWorld(ang(90,90,0)),vec(1.4,1.4,5)) #window

cHolo(28,"hq_cylinder",E:toWorld(vec(-120,100,0)),E:toWorld(ang(0,0,0)),vec(5,5,2)) #peice of corpus

cHolo(29,"hq_cylinder",E:toWorld(vec(-120,100,25)),E:toWorld(ang(0,0,0)),vec(0.5,0.5,9)) #peice of corpus

cHolo(30,"hq_hdome_thin",E:toWorld(vec(-120,115,65)),E:toWorld(ang(0,0,90)),vec(7,7,2)) #peice of corpus

cHolo(31,"hq_cylinder",E:toWorld(vec(0,-62,-20)),E:toWorld(ang(0,0,0)),vec(35,30,1.5)) #thruster

cHolo(32,"hq_tube",E:toWorld(vec(0,0,26)),E:toWorld(ang(0,0,0)),vec(8,8,0.25)) #red misc

cHolo(33,"cube",E:toWorld(vec(0,-240,-20)),E:toWorld(ang(0,0,0)),vec(1,1,1)) #trail point

cHolo(34,"cube",E:toWorld(vec(80,-230,-20)),E:toWorld(ang(0,0,0)),vec(1,1,1)) #trail point

cHolo(35,"cube",E:toWorld(vec(-80,-230,-20)),E:toWorld(ang(0,0,0)),vec(1,1,1)) #trail point

cHolo(36,"cube",E:toWorld(vec(-140,-200,-20)),E:toWorld(ang(0,0,0)),vec(1,1,1)) #trail point

cHolo(37,"cube",E:toWorld(vec(140,-200,-20)),E:toWorld(ang(0,0,0)),vec(1,1,1)) #trail point



holoColor(1,ColourR)

for(I=2,30)
{
holoColor(I,Colour)
}

for(I=15,20)
{
holoColor(I,vec(175,175,175))
holoMaterial(I, "phoenix_storms/trains/track_plate")

}


for(I=26,27)
{
holoColor(I,vec(150,150,255))
holoMaterial(I, "models/props_combine/combine_interface_disp")

}
holoColor(32,vec(125,75,75))
holoColor(31,vec(0,255,255))

holoMaterial(31, "models/props_combine/combine_interface_disp")

holoAlpha(33,0)
holoAlpha(34,0)
holoAlpha(35,0)
holoAlpha(36,0)
holoAlpha(37,0)

holoEntity(33):setTrails(150,40,0.25,"trails/physbeam",vec(0,200,255), 255)
holoEntity(34):setTrails(150,40,0.25,"trails/physbeam",vec(0,200,255), 255)
holoEntity(35):setTrails(150,40,0.25,"trails/physbeam",vec(0,200,255), 255)
holoEntity(36):setTrails(150,40,0.25,"trails/physbeam",vec(0,200,255), 255)
holoEntity(37):setTrails(150,40,0.25,"trails/physbeam",vec(0,200,255), 255)
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/195
R1=E:angles():roll()/195
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*285)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*175)



SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"k_lab.teleport_active")}
soundPitch(1,Speed*T*6+SoundFix)
soundVolume(1, 150)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*250
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*750)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",3)
E:hintDriver("W and S - force",3)
E:hintDriver("Mouse aim to steer",3)
}
E2 Imperial Star Destroyer
W & S - force
Mouse aim to steer
By R.A.D.I.O.A.C.T.I.V.E
Code is very big, like star destroyer itself. Here is code:
https://pastebin.com/9y3EK4Xr
E2 Fast Abrams
WASD - movement
H - honk
Shift - speed boost
By R.A.D.I.O.A.C.T.I.V.E
Code:
@name Fast Abrams
@inputs
@outputs Eang:angle Speed Spd AD
@persist Active EArr:array [User,E]:entity W A S D Shift Space M1 M2 Speed [RanC,RanF,RanB,RanL,RanR]:ranger WS AD C
@trigger

runOnTick(1)

if(first())
{

function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
}

C++
Timer = 0
User = E:driver()
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
Shift = User:keySprint()
Space = User:keyPressed("Space")
Honk = User:keyPressed("H")
F = User:keyPressed("F")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()

E = entity():isWeldedTo()
E:setMass(500000)
EArr = array(E,entity(),User)
E:applyForce(-E:vel()*E:mass()/35)
E:applyForce(vec(0,0,10)*E:mass())

rangerFilter(EArr)
RanC = rangerOffset(50,E:pos()+E:boxCenter(),-E:up())
E:applyForce(E:up()*(40-RanC:distance())*E:mass())

rangerFilter(EArr)
RanF = rangerOffset(60,E:pos()+E:boxCenter()+E:forward()*70,-E:up())

rangerFilter(EArr)

rangerFilter(EArr)
RanB = rangerOffset(60,E:pos()+E:boxCenter()-E:forward()*70,-E:up())

rangerFilter(EArr)
RanL = rangerOffset(60,E:pos()+E:boxCenter()-E:right()*70,-E:up())

rangerFilter(EArr)
RanR = rangerOffset(60,E:pos()+E:boxCenter()+E:right()*70,-E:up())

E:applyTorque(vec(RanB:distance()-RanF:distance(),RanR:distance()-RanL:distance(),(A-D)*15)*E:mass()*10-E:angVelVector()*E:mass())

if(Space){
Spd = 0
E:applyForce(-(E:vel():setZ(0))*E:mass()/30)
}

if(Honk){
entity():soundPlay(1,0,"train_crossing_bell")
soundPitch(1,45)
soundVolume(1,150)
#coast.siren_citizen
#Streetwar.d3_C17_13_beep
}else{soundStop(1)}

if(Shift){
Spd = 80
}
else{
Spd = 40
}
E:applyForce(E:forward()*(W-S)*E:mass()*Spd)

if(C>10){
cHolo(1, "hq_rcube", E:toWorld(vec(0,0,18)), E:toWorld(ang(0,0,0)), vec(8,14,2))
cHolo(2, "hq_rcube", E:toWorld(vec(40,0,18)), E:toWorld(ang(0,0,0)), vec(2,14,2.75))

cHolo(3, "hq_rcube", E:toWorld(vec(-40,0,18)), E:toWorld(ang(0,0,0)), vec(2,14,2.75))

cHolo(4, "hq_rcube", E:toWorld(vec(0,70,18)), E:toWorld(ang(0,0,0)), vec(8,5,1.25))

cHolo(5, "hq_rcube", E:toWorld(vec(0,95,18)), E:toWorld(ang(0,0,0)), vec(8,3,1))

cHolo(6, "hq_rcube", E:toWorld(vec(40,89,17.5)), E:toWorld(ang(0,0,-10)), vec(1.90,3.75,2.25))
cHolo(8, "hq_rcube", E:toWorld(vec(-40,89,17.5)), E:toWorld(ang(0,0,-10)), vec(1.90,3.75,2.25))

cHolo(9, "hq_rcube", E:toWorld(vec(0,-80,18.75)), E:toWorld(ang(0,0,0)), vec(10,2,2.75))

cHolo(10, "hq_rcylinder_thick", E:toWorld(vec(0,-100,36)), E:toWorld(ang(90,0,0)), vec(1.75,1.75,5))

cHolo(11, "hq_rcube", E:toWorld(vec(0,0,45)), E:toWorld(ang(0,0,0)), vec(7,6.5,2.5))

cHolo(12, "hq_rcube", E:toWorld(vec(-25,48,45)), E:toWorld(ang(0,20,30)), vec(4,0.5,2.5))
cHolo(13, "hq_rcube", E:toWorld(vec(25,48,45)), E:toWorld(ang(0,-20,30)), vec(4,0.5,2.5))

cHolo(14, "hq_rcube", E:toWorld(vec(0,-25,43)), E:toWorld(ang(0,0,0)), vec(7,4,2))

cHolo(15, "hq_rcylinder_thick", E:toWorld(vec(0,-50,48)), E:toWorld(ang(90,0,0)), vec(0.75,0.75,5))

cHolo(16, "hq_cylinder", E:toWorld(vec(0,90,48)), E:toWorld(ang(0,0,90)), vec(0.65,0.65,9))

cHolo(17, "hq_rcube", E:toWorld(vec(45,-2.5,45)), E:toWorld(ang(0,-90,20)), vec(6,0.5,2.5))
cHolo(18, "hq_rcube", E:toWorld(vec(-45,-2.5,45)), E:toWorld(ang(0,-90,-20)), vec(6,0.5,2.5))

cHolo(19, "hq_tube", E:toWorld(vec(10,0,57)), E:toWorld(ang(0,0,0)), vec(2.5,2.5,1))

cHolo(20, "hq_rcube", E:toWorld(vec(50,10,8)), E:toWorld(ang(90,0,0)), vec(2,15,3))
cHolo(21, "hq_rcube", E:toWorld(vec(-50,10,8)), E:toWorld(ang(90,0,0)), vec(2,15,3))

cHolo(22, "hq_tube_thick", E:toWorld(vec(0,140,48)), E:toWorld(ang(0,0,90)), vec(1,1,2))
cHolo(23, "hq_cylinder", E:toWorld(vec(0,140,48)), E:toWorld(ang(0,0,90)), vec(0.8,0.8,1.75))

cHolo(24, "hq_cylinder", E:toWorld(vec(0,-95,64)), E:toWorld(ang(0,0,20)), vec(0.25,0.25,6))
cHolo(25, "cube", E:toWorld(vec(0,-125,75)), E:toWorld(ang(0,0,110)), vec(0.1,2.5,4))

cHolo(26, "cube", E:toWorld(vec(0,-121,63)), E:toWorld(ang(0,0,20)), vec(0.2,4,0.5))
cHolo(27, "cube", E:toWorld(vec(0,-121,63)), E:toWorld(ang(0,0,20)), vec(0.3,4,0.25))

cHolo(26, "cube", E:toWorld(vec(-0.5,-115,87)), E:toWorld(ang(0,0,20)), vec(0.1,1.95,1.25))
cHolo(27, "cube", E:toWorld(vec(0.5,-138.85,77.75)), E:toWorld(ang(0,0,20)), vec(0.1,1.95,1.25))


for(I=1,19){
holoMaterial(I, "WTP/camoflage_3")
holoColor(I, vec(255,235,200))
}

for(I=20,21){
holoMaterial(I,"phoenix_storms/car_tire")
holoShadow(I,1)
}

for(I=1,23){
holoShadow(I,1)
}
holoMaterial(22, "WTP/camoflage_3")
holoColor(22, vec(255,225,200))
holoColor(23, vec(0,0,0))


holoMaterial(26, "models/props_lab/warp_sheet")
holoMaterial(27, "models/props_lab/warp_sheet")

holoColor(25, vec(200,50,50))
holoMaterial(25, "phoenix_storms/middle")
holoColor(24, vec(10,10,10))
}
else{
holoDeleteAll()
}
if(first()){
holoEntity(20):setTrails(50,50,10,"trails/smoke", vec(150,150,150), 255)
holoEntity(21):setTrails(50,50,10,"trails/smoke", vec(150,150,150), 255)
}

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("H - honk",7)
E:hintDriver("Shift - speed boost",7)
}
E2 UFO
WASD - movement
Space - to fly
F - to land
By R.A.D.I.O.A.C.T.I.V.E
Map on screenshot: gm_vyten
Code:
@name Unidentified Flying Object
@inputs
@outputs Speed
@persist Jumpspeed Speedy SoundFixTimer Timer [E,User]:entity W A S D F Shift Space M1 M2 Speed EArr:array C P
@trigger

if(first()){
Color = vec(50,125,9)
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
}
runOnTick(1)

E = entity():isWeldedTo()
E:setMass(500000)
User = E:driver()
Earr = array(E,User,entity())
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
F = User:keyPressed("F")
Ctrl = User:keyDuck()
Shift - User:keySprint()
Space = User:keyPressed("Space")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()
E:applyForce(-E:vel()*E:mass()/2)
C += 0.25
rangerFilter(E)
rangerHitWater(1)
RanC = rangerOffset(0,E:pos()+E:boxCenter(),vec(0,0,0))
E:applyForce(vec(0,0,0)*E:mass())

E:applyForce((W-S)*E:forward()*Speedy*E:mass())
E:applyForce((Space-F)*E:up()*Jumpspeed*E:mass())

if(Shift){
Speedy = 3000
Jumpspeed = 3000
}
else{
Speedy = 500
Jumpspeed = 300
}

E:applyTorque((vec((S-W)*0.1-E:angles():roll(),(D-A)*0.1-E:angles():pitch(),(A-D)*!Ctrl*5)*10-E:angVelVector())*E:mass())

if(C>0){
cHolo(1,"hq_cone",E:toWorld(vec(0,0,0)),E:toWorld(ang(0,0,0)),vec(24,24,2)) #corpus
cHolo(2,"hq_cone",E:toWorld(vec(0,0,-30)),E:toWorld(ang(0,0,180)),vec(24,24,1)) #corpus
cHolo(3,"hq_cylinder",E:toWorld(vec(0,0,-18)),E:toWorld(ang(0,0,180)),vec(22,22,1)) #corpus

cHolo(4,"hq_tube",E:toWorld(vec(0,0,-32)),E:toWorld(ang(0,0,180)),vec(15,15,1)) #corpus
cHolo(5,"hq_cylinder",E:toWorld(vec(0,0,-32)),E:toWorld(ang(0,0,180)),vec(14,14,0.75)) #corpus
cHolo(6,"hq_tube",E:toWorld(vec(0,0,5)),E:toWorld(ang(0,0,180)),vec(10,10,0.5)) #corpus
cHolo(7,"hq_hdome_thin",E:toWorld(vec(0,0,8)),E:toWorld(ang(0,0,0)),vec(9.5,9.5,9)) #corpus

if(C > 300){C = 0}

holoColor(1, vec(125,125,125))
holoColor(2, vec(125,125,125))
holoColor(3, vec(75,75,75))
holoColor(4, vec(100,100,100))
holoColor(5,vec(0,250,0))
holoColor(6, vec(100,100,100))
holoColor(7,vec(0,250,0))
holoAlpha(7,250)
holoAlpha(43,250)
holoAlpha(44,250)
holoAlpha(45,250)
holoAlpha(46,250)
holoAlpha(47,250)
holoAlpha(48,250)
holoAlpha(49,250)
holoAlpha(50,250)

holoMaterial(1, "sprops/textures/sprops_metal1")
holoMaterial(2, "sprops/textures/sprops_metal1")
holoMaterial(3, "sprops/textures/sprops_metal1")
holoMaterial(4, "sprops/textures/sprops_metal1")
holoMaterial(6, "sprops/textures/sprops_metal1")

holoCreate(43)
holoPos(43,E:toWorld(vec(0,0,-18)))
holoModel(43,"hq_rcube_thick")
holoScale(43,vec(1,24,1))
holoAng(43,E:up():toAngle()+ang(0,0,C*10))
holoParent(43,E)
holoShadow(43,1)

holoCreate(44)
holoPos(44,E:toWorld(vec(0,0,-18)))
holoModel(44,"hq_rcube_thick")
holoScale(44,vec(1,1,24))
holoAng(44,E:up():toAngle()+ang(0,0,C*10))
holoParent(44,E)
holoShadow(44,1)

holoCreate(45)
holoPos(45,E:toWorld(vec(0,0,-18)))
holoModel(45,"hq_rcube_thick")
holoScale(45,vec(1,1,24))
holoAng(45,E:up():toAngle()+ang(0,45,C*10))
holoParent(45,E)
holoShadow(45,1)

holoCreate(46)
holoPos(46,E:toWorld(vec(0,0,-18)))
holoModel(46,"hq_rcube_thick")
holoScale(46,vec(1,1,24))
holoAng(46,E:up():toAngle()+ang(0,-45,C*10))
holoParent(46,E)
holoShadow(46,1)


holoCreate(47)
holoPos(47,E:toWorld(vec(0,0,-18)))
holoModel(47,"hq_rcube_thick")
holoScale(47,vec(1,1,24))
holoAng(47,E:up():toAngle()+ang(0,23,C*10))
holoParent(47,E)
holoShadow(47,1)

holoCreate(48)
holoPos(48,E:toWorld(vec(0,0,-18)))
holoModel(48,"hq_rcube_thick")
holoScale(48,vec(1,1,24))
holoAng(48,E:up():toAngle()+ang(0,-23,C*10))
holoParent(48,E)
holoShadow(48,1)

holoCreate(49)
holoPos(49,E:toWorld(vec(0,0,-18)))
holoModel(49,"hq_rcube_thick")
holoScale(49,vec(1,1,24))
holoAng(49,E:up():toAngle()+ang(0,68,C*10))
holoParent(49,E)
holoShadow(49,1)

holoCreate(50)
holoPos(50,E:toWorld(vec(0,0,-18)))
holoModel(50,"hq_rcube_thick")
holoScale(50,vec(1,1,24))
holoAng(50,E:up():toAngle()+ang(0,-68,C*10))
holoParent(50,E)
holoShadow(50,1)

holoColor(43,vec(0,250,0))
holoColor(44,vec(0,250,0))
holoColor(45,vec(0,250,0))
holoColor(46,vec(0,250,0))
holoColor(47,vec(0,250,0))
holoColor(48,vec(0,250,0))
holoColor(49,vec(0,250,0))
holoColor(50,vec(0,250,0))

if(first()){
holoEntity(5):setTrails(50,1,3,"trails/smoke",vec(0,250,0),255)
}

}
else{
holoDeleteAll()
}
SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"npc/combine_gunship/dropship_engine_near_loop1.wav")}
soundPitch(1, 100+P)
soundVolume(1, 0.5)
P = (W+S+Space-F+A+D)*15

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by R.A.D.I.O.A.C.T.I.V.E",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("Space to fly",7)
E:hintDriver("f to land",7)
}
My friends' E2 stuff
Next E2 chips are not mine. They were created by my friends.
Friends: Spaml1 and Lobotomy
E2 Bell AH-1 "Cobra"
American Vietnam war helicopter
WASD - movement
Space - to fly
F - to land
by lobotomy
Code:
@name cobra
@inputs
@outputs Speed
@persist [E,User]:entity W A S D F Shift Space M1 M2 Speed EArr:array C P
@trigger

runOnTick(1)

function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}

E = entity():isWeldedTo()
E:setMass(50000)
User = E:driver()
Earr = array(E,User,entity())
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
F = User:keyPressed("F")
Shift = User:keySprint()
Space = User:keyPressed("Space")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()
E:applyForce(-E:vel()*E:mass()/2)
C += 2

rangerFilter(E)
rangerHitWater(1)
RanC = rangerOffset(50,E:pos()+E:boxCenter(),vec(0,0,-1))
E:applyForce(vec(0,0,1)*E:mass()*(50-RanC:distance()))

E:applyForce((W-S)*E:forward()*200*E:mass())
E:applyForce((Space-F)*E:up()*200*E:mass())
E:applyForce((A-D)*Shift*-E:right()*200*E:mass())

E:applyTorque((vec((S-W)*15-E:angles():roll(),(D-A)*15-E:angles():pitch(),(A-D)*!Shift*20)*5-E:angVelVector())*E:mass())

if(C>0){
if(C > 28){C = 0}
cHolo(1,"hq_sphere",E:toWorld(vec(0,0,9)),E:toWorld(ang(0,0,-90)),vec(3.8,3.71,22)) #Nose Cone
cHolo(2,"hq_tube_thin",E:toWorld(vec(0,25,18)),E:toWorld(ang(0,0,0)),vec(3,9,2))#Cockpit
cHolo(3,"hqsphere",E:toWorld(vec(0,25,26)),E:toWorld(ang(0,0,0)),vec(3,9,4))#WindSheild
cHolo(4,"hq_sphere",E:toWorld(vec(0,-110,-2)),E:toWorld(ang(0,0,-90)),vec(4,3,33)) #Nose Cone
cHolo(5,"cube",E:toWorld(vec(0,-87,26)),E:toWorld(ang(0,0,-25)),vec(2.5,2,4)) #Nose Cone
cHolo(6,"cube",E:toWorld(vec(0,-65,41)),E:toWorld(ang(0,0,-90)),vec(2.5,2,4)) #Nose Cone
cHolo(8,"cube",E:toWorld(vec(0,-43,32)),E:toWorld(ang(0,0,25)),vec(2.5,2,3)) #Nose Cone
cHolo(9,"cube",E:toWorld(vec(0,-65,18)),E:toWorld(ang(0,0,-90)),vec(2.5,3,4)) #Nose Cone
cHolo(10,"hq_cylinder",E:toWorld(vec(0,-65,53)),E:toWorld(ang(0,0,0)),vec(0.5,0.5,2)) #Nose Cone
cHolo(12,"cube",E:toWorld(vec(0,-305,19)),E:toWorld(ang(0,0,25)),vec(0.5,2,4)) #Nose Cone
cHolo(13,"hq_cylinder",E:toWorld(vec(2,-310,33)),E:toWorld(ang(90,0,0)),vec(0.25,0.25,0.8)) #Nose Cone
cHolo(14,"rcube",E:toWorld(vec(0,-220,-2)),E:toWorld(ang(0,0,90)),vec(10,0.25,3)) #Nose Cone
cHolo(15,"hq_sphere",E:toWorld(vec(0,-80,32)),E:toWorld(ang(0,0,0)),vec(5,6,3)) #Nose Cone
cHolo(16,"cube",E:toWorld(vec(-20,10,-12)),E:toWorld(ang(0,-90,-45)),vec(0.25,0.25,0.8)) #Nose Cone
cHolo(17,"cube",E:toWorld(vec(-20,-65,-12)),E:toWorld(ang(0,-90,-45)),vec(0.25,0.25,0.8))#Cockpit
cHolo(18,"cube",E:toWorld(vec(-23,10,-17)),E:toWorld(ang(0,0,0)),vec(0.25,0.25,0.5))#WindSheild
cHolo(19,"cube",E:toWorld(vec(-23,-65,-17)),E:toWorld(ang(0,0,0)),vec(0.25,0.25,0.5)) #Nose Cone
cHolo(20,"cube",E:toWorld(vec(-23,-28,-20)),E:toWorld(ang(0,0,-90)),vec(0.25,0.25,9)) #Nose Cone
cHolo(21,"cube",E:toWorld(vec(20,10,-12)),E:toWorld(ang(0,-90,45)),vec(0.25,0.25,0.8)) #Nose Cone
cHolo(22,"cube",E:toWorld(vec(20,-65,-12)),E:toWorld(ang(0,-90,45)),vec(0.25,0.25,0.8)) #Nose Cone
cHolo(23,"cube",E:toWorld(vec(23,10,-17)),E:toWorld(ang(0,0,0)),vec(0.25,0.25,0.5)) #Nose Cone
cHolo(24,"cube",E:toWorld(vec(23,-65,-17)),E:toWorld(ang(0,0,0)),vec(0.25,0.25,0.5)) #Nose Cone
cHolo(25,"cube",E:toWorld(vec(23,-28,-20)),E:toWorld(ang(0,0,90)),vec(0.25,0.25,9)) #Nose Cone
cHolo(26,"rcube",E:toWorld(vec(0,-20,3)),E:toWorld(ang(0,0,90)),vec(17,0.25,3)) #Nose Cone
cHolo(27,"cube",E:toWorld(vec(103,-20,5)),E:toWorld(ang(0,0,90)),vec(0.25,1,3)) #Nose Cone
cHolo(28,"cube",E:toWorld(vec(-103,-20,5)),E:toWorld(ang(0,0,90)),vec(0.25,1,3)) #Nose Cone





holoMaterial(3,"phoenix_storms/glass")
holoCreate(11)
holoPos(11,E:toWorld(vec(0,-65,63)))
holoModel(11,"cube")
holoScale(11,vec(0.2,2,30))
holoAng(11,E:up():toAngle()+ang(0,0,C*10))
holoParent(11,E)

holoCreate(7)
holoPos(7,E:toWorld(vec(5,-310,33)))
holoModel(7,"cube")
holoScale(7,vec(0.25,0.5,4))
holoAng(7,E:angles()+ang(0,0,C*10))
holoParent(7,E)

holoColor(1,vec(50))
holoColor(2,vec(50))
holoColor(4,vec(10))
holoColor(5,vec(50))
holoColor(6,vec(50))
holoColor(8,vec(50))
holoColor(9,vec(50))
holoColor(10,vec(50))
holoColor(12,vec(10))
holoColor(13,vec(10))
holoColor(14,vec(10))
holoColor(15,vec(50))
holoColor(16,vec(10))
holoColor(17,vec(10))
holoColor(18,vec(10))
holoColor(19,vec(10))
holoColor(20,vec(10))
holoColor(21,vec(10))
holoColor(22,vec(10))
holoColor(23,vec(10))
holoColor(24,vec(10))
holoColor(25,vec(10))
holoColor(26,vec(50))
holoColor(27,vec(50))
holoColor(28,vec(50))
holoColor(7,vec(10))
holoColor(11,vec(50))

}
else{
holoDeleteAll()
}

E:soundPlay(1,200,"npc/combine_gunship/engine_rotor_loop1.wav")
soundVolume(1,100)
soundPitch(1,50+P)
P = (W+S+Space-F+A+D)*15


if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by lobotomy",7)
E:hintDriver("WASD - Movement",5)
E:hintDriver("Space - Fly",5)
E:hintDriver("F - Go lower)",5)
E:hintDriver("Have fun!",5)
}

E2 Yak - 130
Russian combat training helicopter
W & S - force
Mouse aim to steer
By Lobotomy
Code:
@name YAK-130
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=random(0,255)
G=random(0,255)
B=random(0,255)
E:setMass(50000)
Colour=vec(R,G,B)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
cHolo(1,"hq_sphere",E:toWorld(vec(0,-20,-4)),E:toWorld(ang(0,0,-90)),vec(3,4,27)) #Nose Cone
cHolo(2,"hq_tube_thin",E:toWorld(vec(0,25,3)),E:toWorld(ang(0,0,-5)),vec(2.5,10,2))#Cockpit
cHolo(3,"hqsphere",E:toWorld(vec(0,25,13)),E:toWorld(ang(0,0,-5)),vec(2.5,10,4))#WindSheild
cHolo(4,"hq_sphere",E:toWorld(vec(0,-55,12)),E:toWorld(ang(0,0,-80)),vec(2,3,7)) #Nose Cone
cHolo(5,"cube",E:toWorld(vec(-50,-40,4)),E:toWorld(ang(0,30,90)),vec(11,0.25,4.8)) #Nose Cone
cHolo(6,"cube",E:toWorld(vec(50,-40,4)),E:toWorld(ang(0,-30,90)),vec(11,0.25,4.8)) #Nose Cone
cHolo(7,"rcube",E:toWorld(vec(0,-167,-2)),E:toWorld(ang(0,0,90)),vec(10,0.25,2.5)) #Nose Cone
cHolo(8,"cube",E:toWorld(vec(20,-150,-2)),E:toWorld(ang(0,-30,90)),vec(5,0.25,2.5)) #Nose Cone
cHolo(9,"cube",E:toWorld(vec(-20,-150,-2)),E:toWorld(ang(0,30,90)),vec(5,0.25,2.5)) #Nose Cone
cHolo(10,"rcube",E:toWorld(vec(0,-74,4)),E:toWorld(ang(0,0,90)),vec(20.5,0.24,5)) #Nose Cone
cHolo(11,"rcube",E:toWorld(vec(0,-130,19)),E:toWorld(ang(85,90,0)),vec(6,0.24,2)) #Nose Cone
cHolo(12,"cube",E:toWorld(vec(0,-112,19.2)),E:toWorld(ang(50,90,0)),vec(5,0.24,2)) #Nose Cone
cHolo(13,"hq_rcylinder",E:toWorld(vec(17,0,-9)),E:toWorld(ang(0,0,90)),vec(2,2.2,3)) #Nose Cone
cHolo(14,"hq_rcylinder",E:toWorld(vec(-17,0,-9)),E:toWorld(ang(0,0,90)),vec(2,2.2,3)) #Nose Cone
cHolo(15,"cube",E:toWorld(vec(-25,5,4)),E:toWorld(ang(0,55,90)),vec(6,0.24,2)) #Nose Cone
cHolo(16,"cube",E:toWorld(vec(25,5,4)),E:toWorld(ang(0,-55,90)),vec(6,0.24,2)) #Nose Cone
cHolo(17,"cylinder",E:toWorld(vec(0,80,-25)),E:toWorld(ang(0,0,20)),vec(0.5,0.5,6)) #Nose Cone
cHolo(18,"cylinder",E:toWorld(vec(-22,-50,-31)),E:toWorld(ang(30,30,0)),vec(0.5,0.5,6)) #Nose Cone
cHolo(19,"cylinder",E:toWorld(vec(22,-50,-31)),E:toWorld(ang(-30,-30,0)),vec(0.5,0.5,6)) #Nose Cone
cHolo(20,"hq_rcylinder",E:toWorld(vec(0,90,-55)),E:toWorld(ang(0,90,90)),vec(1.5)) #Nose Cone
cHolo(21,"hq_rcylinder",E:toWorld(vec(-35,-57,-55)),E:toWorld(ang(0,90,90)),vec(1.5)) #Nose Cone
cHolo(22,"hq_rcylinder",E:toWorld(vec(35,-57,-55)),E:toWorld(ang(0,90,90)),vec(1.5)) #Nose Cone
cHolo(23,"hq_rcylinder",E:toWorld(vec(17,0,-9)),E:toWorld(ang(0,0,90)),vec(1.9,1.9,3.1)) #Nose Cone
cHolo(24,"hq_rcylinder",E:toWorld(vec(-17,0,-9)),E:toWorld(ang(0,0,90)),vec(1.9,1.9,3.1)) #Nose Cone
cHolo(25,"hq_tube_thin",E:toWorld(vec(0,20,20)),E:toWorld(ang(0,0,90)),vec(2.5,3,0.5)) #Nose Cone
cHolo(26,"hq_tube_thin",E:toWorld(vec(0,55,13)),E:toWorld(ang(0,0,75)),vec(2.5,3,0.5)) #Nose Cone
cHolo(27,"cube",E:toWorld(vec(0,-55,4.000001)),E:toWorld(ang(0,0,90)),vec(20,0.26,1)) #Nose Cone
cHolo(28,"cube",E:toWorld(vec(0,-67,4.000001)),E:toWorld(ang(0,0,90)),vec(20,0.26,1)) #Nose Cone
cHolo(29,"cube",E:toWorld(vec(0,-79,4.000001)),E:toWorld(ang(0,0,90)),vec(20,0.26,1)) #Nose Cone

holoColor(1,vec(100))
holoColor(2,vec(100))
holoColor(4,vec(100))
holoColor(5,vec(100))
holoColor(6,vec(100))
holoColor(7,vec(100))
holoColor(8,vec(100))
holoColor(9,vec(100))
holoColor(10,vec(100))
holoColor(11,vec(100))
holoColor(12,vec(100))
holoColor(13,vec(100))
holoColor(14,vec(100))
holoColor(15,vec(100))
holoColor(16,vec(100))
holoColor(17,vec(100))
holoColor(18,vec(100))
holoColor(19,vec(100))
holoColor(20,vec(20))
holoColor(21,vec(20))
holoColor(22,vec(20))
holoColor(23,vec(10))
holoColor(24,vec(10))
holoMaterial(3,"phoenix_storms/glass")
holoColor(25,vec(100))
holoColor(26,vec(100))
holoColor(27,vec(190))
holoColor(28,vec(0,0,190))
holoColor(29,vec(190,0,0))


}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/100
R1=E:angles():roll()/100
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,-1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*350)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*100)

SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"ambient/outdoors_well.wav")}
soundPitch(1,Speed*T*6+SoundFix)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*150
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*100)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by lobotomy",7)
E:hintDriver("W:S Force",5)
E:hintDriver("Mouse to steer",5)
E:hintDriver("Have fun! >:)",5)
}
E2 A-10
W & S - force
Mouse aim to steer
By Lobotomy
Code:
@name A-10
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=random(0,255)
G=random(0,255)
B=random(0,255)
Colour=vec(100)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
cHolo(1,"hq_sphere",E:toWorld(vec(0,-70,0)),E:toWorld(ang(0,0,-90)),vec(4.5,4,35)) #Nose Cone
cHolo(2,"hq_cylinder",E:toWorld(vec(0,40,-30)),E:toWorld(ang(0,0,20)),vec(0.5,0.5,2))#Front Landing Gear
cHolo(3,"hq_cylinder",E:toWorld(vec(5,45,-40)),E:toWorld(ang(90,0,0)),vec(0.5,0.5,1))#Right Front Landing Gear Connector 1
cHolo(4,"hq_cylinder",E:toWorld(vec(-5,45,-40)),E:toWorld(ang(90,0,0)),vec(0.5,0.5,1))#Left Front Landing Gear Connector 1
cHolo(5,"hq_cylinder",E:toWorld(vec(10,45,-46)),E:toWorld(ang(0,0,0)),vec(0.2,0.2,1.5))#Right Front Landing Gear Connector 2
cHolo(6,"hq_cylinder",E:toWorld(vec(-10,45,-46)),E:toWorld(ang(0,0,0)),vec(0.2,0.2,1.5))#Left Front Landing Gear Connector 2
cHolo(7,"hq_cylinder",E:toWorld(vec(0,45,-55)),E:toWorld(ang(90,0,0)),vec(0.2,0.2,1.9))#Front Landing Gear Connector 3
cHolo(8,"models/XQM/airplanewheel1.mdl",E:toWorld(vec(0,45,-55)),E:toWorld(ang(0,0,0)),vec(1,1,1))#Front Landing Wheel
cHolo(9,"hq_cylinder",E:toWorld(vec(70,-85,-30)),E:toWorld(ang(-30,0,0)),vec(0.5,0.5,3))#Rear Right Landing Gear 1
cHolo(10,"hq_cylinder",E:toWorld(vec(-70,-85,-30)),E:toWorld(ang(30,0,0)),vec(0.5,0.5,3))#Rear Left Landing Gear 1
cHolo(11,"hq_cylinder",E:toWorld(vec(82,-85,-48)),E:toWorld(ang(-40,0,0)),vec(0.3,0.3,1.2))#Rear Right Landing Gear 2
cHolo(12,"hq_cylinder",E:toWorld(vec(-82,-85,-48)),E:toWorld(ang(40,0,0)),vec(0.3,0.3,1.2))#Rear Left Landing Gear 2
cHolo(13,"models/XQM/airplanewheel1.mdl",E:toWorld(vec(90,-85,-55)),E:toWorld(ang(0,0,0)),vec(1,1,1))#Right Rear Landing Gear Wheel
cHolo(14,"models/XQM/airplanewheel1.mdl",E:toWorld(vec(-90,-85,-55)),E:toWorld(ang(0,0,0)),vec(1,1,1))#Left Reare Landing Gear WHeel
cHolo(15,"hqsphere",E:toWorld(vec(0,25,18)),E:toWorld(ang(0,0,0)),vec(3,10,4))#WindSheild
cHolo(16,"hq_tube_thin",E:toWorld(vec(0,25,10)),E:toWorld(ang(0,0,0)),vec(3,10,2))#Cockpit
cHolo(17,"cube",E:toWorld(vec(0,-265,0)),E:toWorld(ang(0,0,-90)),vec(10,0.25,3)) #Nose Cone
cHolo(18,"rcube",E:toWorld(vec(-59,-265,25)),E:toWorld(ang(90,90,0)),vec(8,0.25,3.5)) #Nose Cone
cHolo(19,"rcube",E:toWorld(vec(59,-265,25)),E:toWorld(ang(90,90,0)),vec(8,0.25,3.5)) #Nose Cone
cHolo(20,"hq_tube",E:toWorld(vec(40,-170,20)),E:toWorld(ang(0,0,-90)),vec(4))#Cockpit
cHolo(21,"hq_tube",E:toWorld(vec(-40,-170,20)),E:toWorld(ang(0,0,-90)),vec(4)) #Nose Cone
cHolo(22,"hq_sphere",E:toWorld(vec(-40,-190,20)),E:toWorld(ang(90,90,0)),vec(4)) #Nose Cone
cHolo(23,"hq_sphere",E:toWorld(vec(40,-190,20)),E:toWorld(ang(90,90,0)),vec(4)) #Nose Cone
cHolo(24,"rcube",E:toWorld(vec(-110,-85,5)),E:toWorld(ang(5,0,90)),vec(20,0.25,6)) #Nose Cone
cHolo(25,"rcube",E:toWorld(vec(110,-85,5)),E:toWorld(ang(-5,0,90)),vec(20,0.25,6)) #Nose Cone
cHolo(26,"hq_sphere",E:toWorld(vec(-65,-85,-9)),E:toWorld(ang(5,0,90)),vec(3,2,5)) #Nose Cone
cHolo(27,"hq_sphere",E:toWorld(vec(65,-85,-9)),E:toWorld(ang(-5,0,90)),vec(3,2,5)) #Nose Cone
cHolo(28,"hq_rcylinder_thin",E:toWorld(vec(-40,-175,20)),E:toWorld(ang(5,0,90)),vec(3.9,3.9,3)) #Nose Cone
cHolo(29,"hq_rcylinder_thin",E:toWorld(vec(40,-175,20)),E:toWorld(ang(-5,0,90)),vec(3.9,3.9,3)) #Nose Cone

holoMaterial(15,"phoenix_storms/glass")
holoColor(1,vec(155))
holoColor(2,vec(220))
holoColor(3,vec(220))
holoColor(4,vec(220))
holoColor(5,vec(220))
holoColor(6,vec(220))
holoColor(7,vec(220))
holoColor(8,vec(50))
holoColor(9,vec(220))
holoColor(10,vec(220))
holoColor(11,vec(220))
holoColor(12,vec(220))
holoColor(13,vec(50))
holoColor(14,vec(50))
holoColor(15,vec(155))
holoColor(16,vec(155))
holoColor(17,vec(155))
holoColor(18,vec(155))
holoColor(19,vec(155))
holoColor(20,vec(155))
holoColor(21,vec(155))
holoColor(22,vec(155))
holoColor(23,vec(155))
holoColor(24,vec(155))
holoColor(25,vec(155))
holoColor(26,vec(155))
holoColor(27,vec(155))
holoColor(28,vec(10))
holoColor(29,vec(10))

holoEntity(28):setTrails(70,1,0.05,"trails/smoke",vec(255), 255)
holoEntity(29):setTrails(70,1,0.05,"trails/smoke",vec(255), 255)
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/100
R1=E:angles():roll()/100
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*100)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*100)

SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"ambient/outdoors_well.wav")}
soundPitch(1,Speed*T*6+SoundFix)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*250
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*100)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by Lobotomy",3)
E:hintDriver("W and S - force",3)
E:hintDriver("Mouse aim to steer",3)
}
E2 Bf.109
W & S - force
Mouse aim to steer
By Lobotomy
Code:
@name bf.109
@inputs
@outputs
@persist T Vel Propspeed Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=random(0,255)
G=random(0,255)
B=random(0,255)
Colour=vec(100)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
cHolo(1,"hq_sphere",E:toWorld(vec(0,20,0)),E:toWorld(ang(0,0,-90)),vec(4.5,4,27)) #Nose Cone
cHolo(2,"hq_cylinder",E:toWorld(vec(0,-103,-25)),E:toWorld(ang(0,0,-20)),vec(0.5,0.5,2.5))#Front Landing Gear
cHolo(3,"hq_cylinder",E:toWorld(vec(5,-108,-40)),E:toWorld(ang(90,0,0)),vec(0.5,0.5,1))#Right Front Landing Gear Connector 1
cHolo(4,"hq_cylinder",E:toWorld(vec(-5,-108,-40)),E:toWorld(ang(90,0,0)),vec(0.5,0.5,1))#Left Front Landing Gear Connector 1
cHolo(5,"hq_cylinder",E:toWorld(vec(10,-108,-46)),E:toWorld(ang(0,0,0)),vec(0.2,0.2,1.5))#Right Front Landing Gear Connector 2
cHolo(6,"hq_cylinder",E:toWorld(vec(-10,-108,-46)),E:toWorld(ang(0,0,0)),vec(0.2,0.2,1.5))#Left Front Landing Gear Connector 2
cHolo(7,"hq_cylinder",E:toWorld(vec(0,-108,-55)),E:toWorld(ang(90,0,0)),vec(0.2,0.2,1.9))#Front Landing Gear Connector 3
cHolo(8,"models/XQM/airplanewheel1.mdl",E:toWorld(vec(0,-108,-55)),E:toWorld(ang(0)),vec(1,1,1))#Front Landing Wheel
cHolo(9,"hq_cylinder",E:toWorld(vec(30,100,-25)),E:toWorld(ang(-30,0,0)),vec(0.5,0.5,3))#Rear Right Landing Gear 1
cHolo(10,"hq_cylinder",E:toWorld(vec(-30,100,-25)),E:toWorld(ang(30,0,0)),vec(0.5,0.5,3))#Rear Left Landing Gear 1
cHolo(11,"hq_cylinder",E:toWorld(vec(42,100,-43)),E:toWorld(ang(-40,0,0)),vec(0.3,0.3,1.2))#Rear Right Landing Gear 2
cHolo(12,"hq_cylinder",E:toWorld(vec(-42,100,-43)),E:toWorld(ang(40,0,0)),vec(0.3,0.3,1.2))#Rear Left Landing Gear 2
cHolo(13,"models/XQM/airplanewheel1.mdl",E:toWorld(vec(50,100,-50)),E:toWorld(ang(0,0,0)),vec(1,2,2))#Right Rear Landing Gear Wheel
cHolo(14,"models/XQM/airplanewheel1.mdl",E:toWorld(vec(-50,100,-50)),E:toWorld(ang(0,0,0)),vec(1,2,2))#Left Reare Landing Gear WHeel
cHolo(15,"cube",E:toWorld(vec(0,190,-1.5)),E:toWorld(ang(90,90,0)),vec(7,0.25,0.25))#Left Reare Landing Gear WHeel
cHolo(16,"hq_tube_thin",E:toWorld(vec(0,25,10)),E:toWorld(ang(0,0,0)),vec(3,10,2))#Cockpit
cHolo(17,"hqsphere",E:toWorld(vec(0,25,18)),E:toWorld(ang(0,0,0)),vec(3,10,4))#WindSheild
cHolo(18,"hqsphere",E:toWorld(vec(0,-100,18)),E:toWorld(ang(0,0,0)),vec(3.5,10,7))#WindSheild
cHolo(18,"hqsphere",E:toWorld(vec(0,140,-10)),E:toWorld(ang(0,0,10)),vec(4,5,1))#WindSheild
cHolo(19,"rcube",E:toWorld(vec(-105,100,-2)),E:toWorld(ang(0,90,-85)),vec(4,0.25,20))#Left Reare Landing Gear WHeel
cHolo(20,"rcube",E:toWorld(vec(105,100,-2)),E:toWorld(ang(0,90,85)),vec(4,0.25,20))#Left Reare Landing Gear WHeel
cHolo(21,"hqsphere",E:toWorld(vec(0,-100,5)),E:toWorld(ang(0,0,-85)),vec(3,4,14))#Left Reare Landing Gear WHeel
cHolo(22,"hqsphere",E:toWorld(vec(0,-160,25)),E:toWorld(ang(0,0,-85)),vec(0.25,6,5))#Left Reare Landing Gear WHeel
cHolo(23,"hqsphere",E:toWorld(vec(-10,-160,35)),E:toWorld(ang(90,90,0)),vec(0.25,6,5))#Left Reare Landing Gear WHeel
cHolo(24,"hqsphere",E:toWorld(vec(10,-160,35)),E:toWorld(ang(90,90,0)),vec(0.25,6,5))#Left Reare Landing Gear WHeel
cHolo(25,"cone",E:toWorld(vec(0,180,-1.5)),E:toWorld(ang(0,0,-90)),vec(3,2,8))#Left Reare Landing Gear WHeel

holoMaterial(17,"phoenix_storms/glass")
holoColor(1,vec(220))
holoColor(2,vec(100))
holoColor(3,vec(100))
holoColor(4,vec(100))
holoColor(5,vec(100))
holoColor(6,vec(100))
holoColor(7,vec(100))
holoColor(8,vec(20))
holoColor(9,vec(100))
holoColor(10,vec(100))
holoColor(11,vec(100))
holoColor(12,vec(20))
holoColor(13,vec(20))
holoColor(14,vec(20))
holoColor(15,vec(10))
holoColor(16,vec(220))
holoColor(17,vec(220))
holoColor(18,vec(150,150,0))
holoColor(19,vec(220))
holoColor(20,vec(220))
holoColor(21,vec(220))
holoColor(22,vec(220))
holoColor(23,vec(220))
holoColor(24,vec(220))
holoColor(25,vec(10))
holoMaterial(1,"WTP/camoflage_2")
holoMaterial(8,"WTP/camoflage_2")
holoMaterial(13,"WTP/camoflage_2")
holoMaterial(14,"WTP/camoflage_2")
holoMaterial(15,"WTP/camoflage_2")
holoMaterial(16,"WTP/camoflage_2")
holoMaterial(19,"WTP/camoflage_2")
holoMaterial(20,"WTP/camoflage_2")
holoMaterial(21,"WTP/camoflage_2")
holoMaterial(22,"WTP/camoflage_2")
holoMaterial(23,"WTP/camoflage_2")
holoMaterial(24,"WTP/camoflage_2")
holoMaterial(25,"WTP/camoflage_2")
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/100
R1=E:angles():roll()/100
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*100)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*100)

SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"/vehicles/airboat/fan_blade_idle_loop1.wav")}
soundPitch(1,Speed*T*6+SoundFix)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*150
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
Propspeed+=clamp(T*10,0,500)
holoAng(15,E:toWorld(ang(Propspeed,0,0)))
if(Driver&T<2&Height>40)
{
E:applyForce(-vec(0,0,1)*E:mass()*100)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by Lobotomy",3)
E:hintDriver("W and S - force",3)
E:hintDriver("Mouse aim to steer",3)
}
E2 Ka-52
WASD - movement
Space - to fly
F - to land
By Lobotomy
Code:
@name ka 52
@inputs
@outputs Speed
@persist [E,User]:entity W A S D F Shift Space M1 M2 Speed EArr:array C P
@trigger
runOnTick(1)
E = entity():isWeldedTo()
E:setMass(50000)
User = E:driver()
Earr = array(E,User,entity())
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
F = User:keyPressed("F")
Shift = User:keySprint()
Space = User:keyPressed("Space")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()
E:applyForce(-E:vel()*E:mass()/2)
C += 2
rangerFilter(E)
rangerHitWater(1)
RanC = rangerOffset(50,E:pos()+E:boxCenter(),vec(0,0,-1))
E:applyForce(vec(0,0,1)*E:mass()*(50-RanC:distance()))
E:applyForce((W-S)*E:forward()*200*E:mass())
E:applyForce((Space-F)*E:up()*200*E:mass())
E:applyForce((A-D)*Shift*-E:right()*200*E:mass())
E:applyTorque((vec((S-W)*15-E:angles():roll(),(D-A)*15-E:angles():pitch(),(A-D)*!Shift*20)*5-E:angVelVector())*E:mass())
if(C>0){
if(C > 28){C = 0}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
cHolo(1,"hq_sphere",E:toWorld(vec(0,-20,0)),E:toWorld(ang(0,0,-90)),vec(5,4,20)) #Nose Cone
cHolo(2,"hqsphere",E:toWorld(vec(0,0,18)),E:toWorld(ang(0,0,0)),vec(4,7,4))#WindSheild
cHolo(3,"hq_tube_thin",E:toWorld(vec(0,0,10)),E:toWorld(ang(0,0,0)),vec(4,7,2))#Cokpit
cHolo(4,"hq_sphere",E:toWorld(vec(0,-140,20)),E:toWorld(ang(0,0,-90)),vec(5,4,20)) #Nose Cone
cHolo(5,"hq_sphere",E:toWorld(vec(0,-250,35)),E:toWorld(ang(0,0,55)),vec(2,3,6)) #Nose Cone
cHolo(6,"rcube",E:toWorld(vec(0,-270,70)),E:toWorld(ang(0,0,0)),vec(0.25,3,6)) #Nose Cone
cHolo(7,"hq_sphere",E:toWorld(vec(0,-100,0)),E:toWorld(ang(0,0,-90)),vec(6,4,15)) #Nose Cone
cHolo(10,"hq_cylinder",E:toWorld(vec(0,-50,60)),E:toWorld(ang(0,0,0)),vec(1.5,1.5,4.6)) #Nose Cone
cHolo(11,"rcube",E:toWorld(vec(0,-60,10)),E:toWorld(ang(0,0,-90)),vec(15,0.5,3)) #Nose Cone
cHolo(16,"cube",E:toWorld(vec(-90,-60,10)),E:toWorld(ang(0,0,-90)),vec(1,1,3)) #Nose Cone
cHolo(17,"cube",E:toWorld(vec(90,-60,10)),E:toWorld(ang(0,0,-90)),vec(1,1,3)) #Nose Cone

holoCreate(14)
holoPos(14,E:toWorld(vec(0,-50,50)))
holoModel(14,"cube")
holoScale(14,vec(0.2,1,30))
holoAng(14,E:up():toAngle()+ang(0,0,C*10))
holoParent(14,E)
holoCreate(15)
holoPos(15,E:toWorld(vec(0,-50,80)))
holoModel(15,"cube")
holoScale(15,vec(0.2,1,30))
holoAng(15,E:up():toAngle()+ang(0,0,C*15))
holoParent(15,E)
holoMaterial(1,"WTP/camoflage_3")
holoMaterial(3,"WTP/camoflage_3")
holoMaterial(4,"WTP/camoflage_3")
holoMaterial(5,"WTP/camoflage_3")
holoMaterial(6,"WTP/camoflage_3")
holoMaterial(7,"WTP/camoflage_3")
holoMaterial(8,"WTP/camoflage_3")
holoMaterial(9,"WTP/camoflage_3")
holoMaterial(11,"WTP/camoflage_3")
holoMaterial(12,"WTP/camoflage_3")
holoMaterial(13,"WTP/camoflage_3")
holoMaterial(16,"WTP/camoflage_3")
holoMaterial(17,"WTP/camoflage_3")
holoMaterial(2,"phoenix_storms/glass")
holoColor(14,vec(10))
holoColor(15,vec(10))
holoColor(16,vec(200))
holoColor(17,vec(200))
holoColor(1,vec(200))
holoColor(2,vec(200))
holoColor(3,vec(200))
holoColor(4,vec(200))
holoColor(5,vec(200))
holoColor(6,vec(200))
holoColor(7,vec(200))
holoColor(8,vec(200))
holoColor(9,vec(200))
holoColor(10,vec(100))
holoColor(11,vec(200))
holoColor(12,vec(200))
holoColor(13,vec(200))
}
else{
holoDeleteAll()
}

E:soundPlay(1,200,"npc/combine_gunship/engine_rotor_loop1.wav")
soundVolume(1,100)
soundPitch(1,50+P)
P = (W+S+Space-F+A+D)*15

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by Lobotomy",3)
E:hintDriver("W and S - force",3)
E:hintDriver("Mouse aim to steer",3)
}
E2 Strange Flying Thing
What it can be that strange flying thing? Anyways control keys:
W & S - force
Mouse aim to steer
By Lobotomy
Code:
@name pencil
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=random(0,255)
G=random(0,255)
B=random(0,255)
E:setMass(50000)
Colour=vec(R,G,B)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
cHolo(1,"models/holograms/octagon.mdl",E:toWorld(vec(0,295,-35)),E:toWorld(ang(0,0,-90)),vec(10,10,55)) #Nose Cone
cHolo(2,"models/holograms/hq_hdome_thick.mdl",E:toWorld(vec(0,560,-34)),E:toWorld(ang(0,0,-90)),vec(10,10,35)) #Nose Cone
cHolo(3,"models/holograms/hq_icosphere.mdl",E:toWorld(vec(-40,20,-107)),E:toWorld(ang(0,100,-90)),vec(15)) #Nose Cone
cHolo(4,"models/holograms/hq_icosphere.mdl",E:toWorld(vec(40,20,-107)),E:toWorld(ang(0,100,-90)),vec(15)) #Nose Cone


holoColor(1,vec(255,200,168))
holoColor(2,vec(255,20,147))
holoColor(3,vec(255,200,168))
holoColor(4,vec(255,200,168))
holoEntity(1):setTrails(70,20,0.5,"trails/smoke",vec(255), 255)
holoEntity(3):setTrails(70,20,0.5,"trails/smoke",vec(255), 255)
holoEntity(4):setTrails(70,20,0.5,"trails/smoke",vec(255), 255)



}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/100
R1=E:angles():roll()/100
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*100)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*100)

SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"k_lab.al_comeon")}
soundPitch(1,Speed*T*6+SoundFix)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*150
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*100)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by Lobotomy",7)
E:hintDriver("W and S - force",7)
E:hintDriver("Mouse aim to steer",7)
}
E2 Wheelchair Of legends
Yeah, it's flying
W & S - force
Mouse aim to steer
By Lobotomy
Code:
@name wheelchair
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=random(0,255)
G=random(0,255)
B=random(0,255)
Colour=vec(100)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
cHolo(1,"cube",E:toWorld(vec(8,12,-7)),E:toWorld(ang(80,90,0)),vec(1.6,0.25,0.2)) #Nose Cone
cHolo(2,"cube",E:toWorld(vec(-8,12,-7)),E:toWorld(ang(80,90,0)),vec(1.6,0.25,0.2)) #Nose Cone
cHolo(3,"cube",E:toWorld(vec(0,12,-7)),E:toWorld(ang(0,0,90)),vec(1.6,0.25,0.2)) #Nose Cone
cHolo(4,"cube",E:toWorld(vec(0,25,-15)),E:toWorld(ang(0,0,90)),vec(1.6,0.25,2)) #Nose Cone
cHolo(5,"hq_torus",E:toWorld(vec(13,0,-1)),E:toWorld(ang(90,0,0)),vec(2.5)) #Nose Cone
cHolo(6,"hq_torus",E:toWorld(vec(-13,0,-1)),E:toWorld(ang(90,0,0)),vec(2.5)) #Nose Cone
cHolo(7,"cube",E:toWorld(vec(8.9,0,8)),E:toWorld(ang(90,90,0)),vec(1.5,0.25,2)) #Nose Cone
cHolo(8,"cube",E:toWorld(vec(-8.9,0,8)),E:toWorld(ang(90,90,0)),vec(1.5,0.25,2)) #Nose Cone
cHolo(9,"hq_rcylinder_thin",E:toWorld(vec(13,0,0)),E:toWorld(ang(0,90,90)),vec(2,2,0.25)) #Nose Cone
cHolo(10,"hq_rcylinder_thin",E:toWorld(vec(-13,0,0)),E:toWorld(ang(0,90,90)),vec(2,2,0.25)) #Nose Cone

holoColor(1,vec(100))
holoColor(2,vec(100))
holoColor(3,vec(100))
holoColor(4,vec(100))
holoColor(5,vec(25))
holoColor(6,vec(25))
holoColor(7,vec(100))
holoColor(8,vec(100))
holoMaterial(9,"phoenix_storms/metalfence004a")
holoMaterial(10,"phoenix_storms/metalfence004a")
holoEntity(5):setTrails(25,1,0.05,"trails/smoke",vec(220), 255)
holoEntity(6):setTrails(25,1,0.05,"trails/smoke",vec(220), 255)
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/100
R1=E:angles():roll()/100
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*100)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*100)

SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"/vehicles/airboat/fan_blade_idle_loop1.wav")}
soundPitch(1,Speed*T*6+SoundFix)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*250
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*100)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by Lobotomy",7)
E:hintDriver("W and S - force",7)
E:hintDriver("Mouse aim to steer",7)
}
E2 Secret German Boomerang
Another fun E2 chip and yes it flies
W & S - force
Mouse aim to steer
By Lobotomy
Code:
@name Secret German Boomerang
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=random(0,255)
G=random(0,255)
B=random(0,255)
Colour=vec(100)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
cHolo(1,"cube",E:toWorld(vec(0,0,0)),E:toWorld(ang(0,0,-90)),vec(1,1,25)) #Nose Cone
cHolo(2,"cube",E:toWorld(vec(0,0,0)),E:toWorld(ang(90,0,0)),vec(1,1,25)) #Nose Cone
cHolo(3,"cube",E:toWorld(vec(75,144,0)),E:toWorld(ang(90,0,0)),vec(1,1,12.5)) #Nose Cone
cHolo(4,"cube",E:toWorld(vec(-75,-144,0)),E:toWorld(ang(90,0,0)),vec(1,1,12.5)) #Nose Cone
cHolo(5,"cube",E:toWorld(vec(144,-75,0)),E:toWorld(ang(0,0,-90)),vec(1,1,12.5)) #Nose Cone
cHolo(6,"cube",E:toWorld(vec(-144,75,0)),E:toWorld(ang(0,0,-90)),vec(1,1,12.5)) #Nose Cone
holoColor(1,vec(36))
holoColor(2,vec(36))
holoColor(3,vec(36))
holoColor(4,vec(36))
holoColor(5,vec(36))
holoColor(6,vec(36))
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/100
R1=E:angles():roll()/100
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*100)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*100)

SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"npc_alyx.hurt04")}
soundPitch(1,Speed*T*6+SoundFix)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*250
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*100)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by Lobotomy",7)
E:hintDriver("W and S - force",7)
E:hintDriver("Mouse aim to steer",7)
}
E2 Formula 1
WASD - movement
Shift - speed boost
By Lobotomy
Code:
@name F-1
@inputs
@outputs Eang:angle Speed Spd AD
@persist EArr:array [User,E]:entity W A S D Shift Space M1 M2 Speed [RanC,RanF,RanB,RanL,RanR]:ranger WS AD C
@trigger

runOnTick(1)

if(first())
{
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
}

C++
User = E:driver()
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
Shift = User:keySprint()
Space = User:keyPressed("Space")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()

E = entity():isWeldedTo()
E:setMass(5000000)
EArr = array(E,entity(),User)
E:applyForce(-E:vel()*E:mass()/50)
E:applyForce(vec(0,0,15)*E:mass())

rangerFilter(EArr)
RanC = rangerOffset(30,E:pos()+E:boxCenter(),-E:up())
E:applyForce(E:up()*(20-RanC:distance())*E:mass())

rangerFilter(EArr)
RanF = rangerOffset(30,E:pos()+E:boxCenter()+E:forward()*20,-E:up())

rangerFilter(EArr)

rangerFilter(EArr)
RanB = rangerOffset(30,E:pos()+E:boxCenter()-E:forward()*20,-E:up())

rangerFilter(EArr)
RanL = rangerOffset(30,E:pos()+E:boxCenter()-E:right()*20,-E:up())

rangerFilter(EArr)
RanR = rangerOffset(30,E:pos()+E:boxCenter()+E:right()*20,-E:up())

E:applyTorque(vec(RanB:distance()-RanF:distance(),RanR:distance()-RanL:distance(),(A-D)*15)*E:mass()*10-E:angVelVector()*E:mass())

if(Space){
Spd = 0
E:applyForce(-(E:vel():setZ(0))*E:mass()/30)
}
elseif(Shift){
Spd = 90
}
else{
Spd = 50
}
E:applyForce(E:forward()*(W-S)*E:mass()*Spd)

if(C>10){
cHolo(1,"cube",E:toWorld(vec(0,-5,5)),E:toWorld(ang(0,0,-90)),vec(2,2,18)) #Nose Cone
cHolo(2,"cube",E:toWorld(vec(0,80,0)),E:toWorld(ang(0,90,-90)),vec(1,1,5)) #Nose Cone
cHolo(5,"cube",E:toWorld(vec(0,110,2.5)),E:toWorld(ang(0,0,75)),vec(2,2,2)) #Nose Cone
cHolo(11,"cube",E:toWorld(vec(0,117,-14)),E:toWorld(ang(0,0,0)),vec(6,2,0.25)) #Nose Cone
cHolo(12,"cube",E:toWorld(vec(0,117,-2)),E:toWorld(ang(0,0,0)),vec(2,2,2)) #Nose Cone
cHolo(13,"cube",E:toWorld(vec(-8.5,30,-1)),E:toWorld(ang(0,60,0)),vec(4,2,1)) #Nose Cone
cHolo(14,"cube",E:toWorld(vec(8.5,30,-1)),E:toWorld(ang(0,-60,0)),vec(4,2,1)) #Nose Cone
cHolo(15,"cube",E:toWorld(vec(0,3.7,5)),E:toWorld(ang(0,0,0)),vec(5.15,2,2)) #Nose Cone
cHolo(16,"hq_sphere",E:toWorld(vec(0,-30,1)),E:toWorld(ang(0,0,0)),vec(5.15,10,2)) #Nose Cone
cHolo(17,"hq_tube_thin",E:toWorld(vec(0,5,10)),E:toWorld(ang(0,0,0)),vec(2,5,2))#Cockpit
cHolo(18,"cube",E:toWorld(vec(0,-101,16.5)),E:toWorld(ang(0,0,0)),vec(4,2,0.10)) #Nose Cone
cHolo(19,"cube",E:toWorld(vec(23.5,-101,28.5)),E:toWorld(ang(0,90,90)),vec(2,2,0.10)) #Nose Cone
cHolo(20,"cube",E:toWorld(vec(-23.5,-101,28.5)),E:toWorld(ang(0,90,90)),vec(2,2,0.10)) #Nose Cone
cHolo(21,"cube",E:toWorld(vec(0,-101,24.5)),E:toWorld(ang(0,0,0)),vec(4,2,0.10)) #Nose Cone
cHolo(22,"cube",E:toWorld(vec(0,-101,40.5)),E:toWorld(ang(0,0,0)),vec(4,2,0.10)) #Nose Cone
cHolo(23,"hq_sphere",E:toWorld(vec(0,-45,15)),E:toWorld(ang(0,0,0)),vec(2,6,2)) #Nose Cone
cHolo(24,"cube",E:toWorld(vec(0,-100,0)),E:toWorld(ang(0,90,-90)),vec(1,1,5)) #Nose Cone
cHolo(25,"cube",E:toWorld(vec(36,117,-9)),E:toWorld(ang(0,90,90)),vec(2,1,0.10)) #Nose Cone
cHolo(26,"cube",E:toWorld(vec(-36,117,-9)),E:toWorld(ang(0,90,90)),vec(2,1,0.10)) #Nose Cone
cHolo(29,"hq_torus_thin",E:toWorld(vec(-30,-100,0)),E:toWorld(ang(0,90,90)),vec(2.1,2.1,17))
cHolo(30,"hq_torus_thin",E:toWorld(vec(30,-100,0)),E:toWorld(ang(0,90,90)),vec(2.1,2.1,17))

holoCreate(3)
holoModel(3,"hq_rcylinder")
holoScale(3,vec(2.5,2.5,0.8))
holoPos(3,E:toWorld(vec(-30,80,0)))
holoAng(3,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(3,E)

holoCreate(4)
holoModel(4,"hq_rcylinder")
holoScale(4,vec(2.5,2.5,0.8))
holoPos(4,E:toWorld(vec(30,80,0)))
holoAng(4,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(4,E)

holoCreate(27)
holoModel(27,"hq_torus_thin")
holoScale(27,vec(2.1,2.1,17))
holoPos(27,E:toWorld(vec(-30,80,0)))
holoAng(27,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(27,E)

holoCreate(28)
holoModel(28,"hq_torus_thin")
holoScale(28,vec(2.1,2.1,17))
holoPos(28,E:toWorld(vec(30,80,0)))
holoAng(28,(E:right()*2+E:forward()*(A-D)):toAngle()+ang(90,0,0))
holoParent(28,E)

holoCreate(6)
holoModel(6,"hq_rcylinder")
holoScale(6,vec(2.5,2.5,0.8))
holoPos(6,E:toWorld(vec(30,-100,0)))
holoAng(6,E:right():toAngle()+ang(90,0,0))
holoParent(6,E)

holoCreate(7)
holoModel(7,"hq_rcylinder")
holoScale(7,vec(2.5,2.5,0.8))
holoPos(7,E:toWorld(vec(-30,-100,0)))
holoAng(7,E:right():toAngle()+ang(90,0,0))
holoParent(7,E)

holoCreate(8)
holoModel(8,"hq_cylinder")
holoScale(8,vec(0.2,0.2,1.5))
holoPos(8,E:toWorld(vec(0,19.5,12)))
holoAng(8,E:angles()+ang(0,0,30))
holoParent(8,E)

holoCreate(9)
holoModel(9,"hq_torus")
holoScale(9,vec(1,1,1))
holoPos(9,E:toWorld(vec(0,15,20)))
holoAng(9,E:angles()+ang(0,0,30))
holoParent(9,E)

holoCreate(10)
holoModel(10,"hq_cylinder")
holoScale(10,vec(0.1,0.1,0.9))
holoPos(10,E:toWorld(vec(0,15,20)))
holoAng(10,(E:right()+(E:forward()+E:up()/1.85)*(A-D)):toAngle()+ang(90,0,0))
holoParent(10,E)

holoColor(27,vec(200,200,0))
holoColor(28,vec(200,200,0))
holoColor(29,vec(200,200,0))
holoColor(30,vec(200,200,0))
holoColor(1,vec(200,0,0))
holoColor(2,vec(85))
holoColor(5,vec(200))
holoColor(19,vec(35))
holoColor(20,vec(35))
holoColor(18,vec(35))
holoColor(3,vec(25))
holoColor(4,vec(25))
holoColor(6,vec(25))
holoColor(7,vec(25))
holoColor(16,vec(200,0,0))
holoColor(17,vec(200,0,0))
holoColor(25,vec(200,0,0))
holoColor(26,vec(200,0,0))
holoColor(23,vec(200,0,0))
holoColor(13,vec(200,0,0))
holoColor(14,vec(200,0,0))
holoColor(12,vec(200,0,0))
holoColor(21,vec(200,0,0))
holoColor(22,vec(35))
holoColor(27,vec(200,200,0))
holoColor(24,vec(80))
holoColor(11,vec(200,0,0))
holoColor(15,vec(200,0,0))
for(I=8,10)
{
holoMaterial(I,"phoenix_storms/dome")
holoColor(I,vec(150,150,150))
}
}
else{
holoDeleteAll()
}

if(E:driver())
{
Active=1
}
else{Active=0}

if(changed(Active)&Active)
{
E:hintDriver("Made by Lobotomy",7)
E:hintDriver("WASD - movement",7)
E:hintDriver("Shift - speed boost",7)
}
E2 F4 Phantom 2
W & S - force
Mouse aim to steer
By Spaml1
Code is big. Here is link of E2 chip:
https://pastebin.com/Xz9WJHV3
E2 BPLA
W & S - force
Mouse aim to steer
By Spaml1
Code:
@name BPLA
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=random(0,255)
G=random(0,255)
B=random(0,255)
Colour=vec(R,G,B)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
cHolo(1,"hq_dome",E:toWorld(vec(0,-5,12)),E:toWorld(ang(0,0,-90)),vec(3,3,6)) #Nose Cone
cHolo(2,"hq_dome",E:toWorld(vec(0,-5,12)),E:toWorld(ang(0,0,-90)),vec(3,3,6))#Cockpit
cHolo(3,"hq_dome",E:toWorld(vec(0,-5,12)),E:toWorld(ang(0,0,90)),vec(3,3,6))#WindSheild
cHolo(4,"hq_cylinder",E:toWorld(vec(0,-100,10)),E:toWorld(ang(0,0,-90)),vec(1.5,1.5,18))#BodyCylinder
cHolo(5,"hq_rcube_thick",E:toWorld(vec(0,-80,10)),E:toWorld(ang(0,0,0)),vec(15,1.5,0.5))#AirIntakeRight
cHolo(6,"hq_dome",E:toWorld(vec(0,-200,10)),E:toWorld(ang(0,0,90)),vec(1.5,1.5,8))#AirIntakeLeft
cHolo(7,"hq_rcube_thick",E:toWorld(vec(-20,-230,25)),E:toWorld(ang(-50,0,0)),vec(0.3,1,4))#Big Body Thingy
cHolo(8,"hq_rcube_thick",E:toWorld(vec(20,-230,25)),E:toWorld(ang(50,0,0)),vec(0.3,1,4))#Right Thruster
cHolo(9,"hq_rcube_thick",E:toWorld(vec(0,-230,-2)),E:toWorld(ang(0,0,0)),vec(0.3,1,2.5))#Left Thruster
cHolo(10,"hq_rcube_thick",E:toWorld(vec(-100,-80,11)),E:toWorld(ang(5,0,0)),vec(3,1,0.5))#Right Thruster Cover
cHolo(11,"hq_rcube_thick",E:toWorld(vec(100,-80,11)),E:toWorld(ang(-5,0,0)),vec(3,1,0.5))#Left Thruster Cover
cHolo(12,"hq_cylinder",E:toWorld(vec(10,-120,-10)),E:toWorld(ang(-45,0,0)),vec(0.3,0.3,5))#Right Wing Leading Edge
cHolo(13,"hq_cylinder",E:toWorld(vec(-10,-120,-10)),E:toWorld(ang(45,0,0)),vec(0.3,0.3,5))#Left Wing Leading Edge
cHolo(14,"hq_cylinder",E:toWorld(vec(0,-10,0)),E:toWorld(ang(0,0,5)),vec(0.3,0.3,5))#Right Wing Leading Edge Side
cHolo(15,"hq_rcylinder_thick",E:toWorld(vec(30,-120,-30)),E:toWorld(ang(0,90,90)),vec(1,1,1))#Left Wing Leading Edge Side
cHolo(16,"hq_rcylinder_thick",E:toWorld(vec(-30,-120,-30)),E:toWorld(ang(0,90,90)),vec(1,1,1))#Right Wing Trailing Edge Side
cHolo(17,"hq_rcylinder_thick",E:toWorld(vec(0,-7,-30)),E:toWorld(ang(0,90,90)),vec(1,1,1))#Left Wing Trailing Edge Side
cHolo(25,"hq_rcylinder_thin",E:toWorld(vec(0,10,30)),E:toWorld(ang(0,0,0)),vec(0.1,0.1,0.5))
cHolo(26,"hq_rcylinder_thin",E:toWorld(vec(0,10,32.5)),E:toWorld(ang(0,0,0)),vec(0.1,0.1,0.1))

holoColor(1,vec(0,0,0))
holoColor(2,vec(100,100,100))
holoColor(3,vec(100,100,100))
holoColor(4,vec(100,100,100))
holoColor(5,vec(100,100,100))
holoColor(6,vec(100,100,100))
holoColor(7,vec(100,100,100))
holoColor(8,vec(100,100,100))
holoColor(9,vec(100,100,100))
holoColor(10,vec(100,100,100))
holoColor(11,vec(100,100,100))
holoColor(12,vec(80,80,80))
holoColor(13,vec(80,80,80))
holoColor(14,vec(80,80,80))
holoColor(15,vec(10,10,10))
holoColor(16,vec(10,10,10))
holoColor(17,vec(10,10,10))

holoMaterial(25,"phoenix_storms/glass")
holoMaterial(26,"models/props_combine/tprings_globe")

holoClipEnabled(1,1,1)
holoClip(1,1, vec(0,0,45),vec(0,-1,0),0)
holoClipEnabled(2,1,1)
holoClip(2,1, vec(0,0,45),vec(0,1,0),0)

#holoAng(18,E:toWorld(ang(Propspeed,0,0)))

#Vel=E:vel():length()
#Propspeed+=clamp(T*10,0,500)
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/100
R1=E:angles():roll()/100
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,1)*E:mass()*7.511255)
if(Height<50|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*200)
if(Driver)
{
if(Height>50)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*100)

SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"ambient/outdoors_well.wav")}
soundPitch(1,Speed*T*6+SoundFix)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*500
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*350)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=1000}

if(changed(Active)&Active)
{
E:hintDriver("Made by Spaml1",7)
E:hintDriver("W and S - force",5)
E:hintDriver("Mouse aim to steer",5)
}
E2 Tornado S
WASD - movement
Shift - speed boost
By Spaml1
Code:
@name Tornado S
@inputs
@outputs Eang:angle Speed Spd AD
@persist EArr:array [User,E]:entity W A S D Shift Space M1 M2 Speed [RanC,RanF,RanB,RanL,RanR]:ranger WS AD C
@trigger

runOnTick(1)

if(first())
{
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}
}

C++
User = E:driver()
W = User:keyPressed("w")
A = User:keyPressed("A")
S = User:keyPressed("S")
D = User:keyPressed("D")
Shift = User:keySprint()
Space = User:keyPressed("Space")
M1 = User:keyAttack1()
M2 = User:keyAttack2()
Speed = E:vel():length()

E = entity():isWeldedTo()
E:setMass(50000)
EArr = array(E,entity(),User)
E:applyForce(-E:vel()*E:mass()/100)
E:applyForce(vec(0,0,4)*E:mass())

rangerFilter(EArr)
RanC = rangerOffset(30,E:pos()+E:boxCenter(),-E:up())
E:applyForce(E:up()*(30-RanC:distance())*E:mass())

rangerFilter(EArr)
RanF = rangerOffset(30,E:pos()+E:boxCenter()+E:forward()*20,-E:up())

rangerFilter(EArr)

rangerFilter(EArr)
RanB = rangerOffset(30,E:pos()+E:boxCenter()-E:forward()*20,-E:up())

rangerFilter(EArr)
RanL = rangerOffset(30,E:pos()+E:boxCenter()-E:right()*20,-E:up())

rangerFilter(EArr)
RanR = rangerOffset(30,E:pos()+E:boxCenter()+E:right()*20,-E:up())

E:applyTorque(vec(RanB:distance()-RanF:distance(),RanR:distance()-RanL:distance(),(A-D)*15)*E:mass()*10-E:angVelVector()*E:mass())

if(Space){
Spd = 0
E:applyForce(-(E:vel():setZ(0))*E:mass()/30)
}
elseif(Shift){
Spd = 30
}
else{
Spd = 10
}
E:applyForce(E:forward()*(W-S)*E:mass()*Spd)

if(C>10){
cHolo(1, "hq_stube", E:toWorld(vec(-10,29.8,65)), E:toWorld(ang(0,0,-90)), vec(4,5,7))
cHolo(2, "rcube_thin", E:toWorld(vec(30,-190,35)), E:toWorld(ang(0,0,0)), vec(12,40,0.5))
cHolo(3, "rcube_thin", E:toWorld(vec(30,30,31)), E:toWorld(ang(0,0,0)), vec(12,7,4))
cHolo(4, "right_prism", E:toWorld(vec(30,30,0)), E:toWorld(ang(0,90,180)), vec(7,6,2))
cHolo(37, "right_prism", E:toWorld(vec(-10,76.8,75.8)), E:toWorld(ang(90,180,90)), vec(3.2,4,0.8))
cHolo(6, "rcube_thin", E:toWorld(vec(30,-200,13)), E:toWorld(ang(0,0,0)), vec(6,35,4))
cHolo(7, "right_prism", E:toWorld(vec(-10,70.5,97.8)), E:toWorld(ang(-90,-180,90)), vec(0.5,4,2))
cHolo(8, "cube", E:toWorld(vec(-10,24,97.8)), E:toWorld(ang(0,0,0)), vec(4,6,0.5))
cHolo(10, "rcube_thin", E:toWorld(vec(30,0,61)), E:toWorld(ang(0,0,0)), vec(12,2,5))
cHolo(11, "rcube_thin", E:toWorld(vec(30,-30,63)), E:toWorld(ang(0,0,0)), vec(8.5,6,7.2))
cHolo(12, "rcube_thin", E:toWorld(vec(30,-30,63)), E:toWorld(ang(0,0,0)), vec(5,2,4))
cHolo(13, "rcube_thin", E:toWorld(vec(30,-200,14)), E:toWorld(ang(0,0,0)), vec(12,5,4))
cHolo(14, "hq_rcube", E:toWorld(vec(30,-350,55)), E:toWorld(ang(0,0,0)), vec(3,4.5,7))
cHolo(15, "hq_cylinder", E:toWorld(vec(30,-330,55)), E:toWorld(ang(0,0,0)), vec(3,3,7))
cHolo(16, "rcube_thin", E:toWorld(vec(30,-30,63)), E:toWorld(ang(0,0,0)), vec(8.5,6,7.2))

cHolo(17, "hq_cylinder", E:toWorld(vec(85,-270,0)), E:toWorld(ang(90,0,0)), vec(5,5,2.5))
cHolo(18, "hq_cylinder", E:toWorld(vec(85,-340,0)), E:toWorld(ang(90,0,0)), vec(5,5,2.5))
cHolo(19, "hq_cylinder", E:toWorld(vec(85,-130,0)), E:toWorld(ang(90,0,0)), vec(5,5,2.5))
cHolo(20, "hq_cylinder", E:toWorld(vec(85,-60,0)), E:toWorld(ang(90,0,0)), vec(5,5,2.5))

cHolo(21, "hq_cylinder", E:toWorld(vec(-25,-270,0)), E:toWorld(ang(90,0,0)), vec(5,5,2.5))
cHolo(22, "hq_cylinder", E:toWorld(vec(-25,-340,0)), E:toWorld(ang(90,0,0)), vec(5,5,2.5))
cHolo(23, "hq_cylinder", E:toWorld(vec(-25,-130,0)), E:toWorld(ang(90,0,0)), vec(5,5,2.5))
cHolo(24, "hq_cylinder", E:toWorld(vec(-25,-60,0)), E:toWorld(ang(90,0,0)), vec(5,5,2.5))

cHolo(25, "hq_cylinder", E:toWorld(vec(-8,-280,152)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(26, "hq_cylinder", E:toWorld(vec(43,-280,152)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(27, "hq_cylinder", E:toWorld(vec(18,-280,152)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(28, "hq_cylinder", E:toWorld(vec(68,-280,152)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(29, "hq_cylinder", E:toWorld(vec(-25,-270,130)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(30, "hq_cylinder", E:toWorld(vec(-25,-260,105)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(31, "hq_cylinder", E:toWorld(vec(0,-270,130)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
#cHolo(32, "hq_cylinder", E:toWorld(vec(0,-260,105)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(33, "hq_cylinder", E:toWorld(vec(85,-270,130)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(34, "hq_cylinder", E:toWorld(vec(85,-260,105)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
cHolo(35, "hq_cylinder", E:toWorld(vec(60,-270,130)), E:toWorld(ang(0,0,-70)), vec(2,2,25))
#cHolo(36, "hq_cylinder", E:toWorld(vec(60,-260,105)), E:toWorld(ang(0,0,-70)), vec(2,2,25))

for(I=1,16)
{
holoMaterial(I,"phoenix_storms/dome")
holoColor(I,vec(180,180,180))
}
holoMaterial(37,"phoenix_storms/glass")

holoColor(25,vec(90,90,90))
holoColor(26,vec(90,90,90))
holoColor(27,vec(90,90,90))
holoColor(28,vec(90,90,90))
holoColor(29,vec(90,90,90))
holoColor(30,vec(90,90,90))
holoColor(31,vec(90,90,90))
holoColor(32,vec(90,90,90))
holoColor(33,vec(90,90,90))
holoColor(34,vec(90,90,90))
holoColor(35,vec(90,90,90))
holoColor(36,vec(90,90,90))

holoColor(17,vec(20,20,20))
holoColor(18,vec(20,20,20))
holoColor(19,vec(20,20,20))
holoColor(20,vec(20,20,20))
holoColor(21,vec(20,20,20))
holoColor(22,vec(20,20,20))
holoColor(23,vec(20,20,20))
holoColor(24,vec(20,20,20))

for(I=8,10)
{
holoMaterial(I,"phoenix_storms/dome")
holoColor(I,vec(150,150,150))
}
}
else{
holoDeleteAll()
}
if(E:driver())
{
Active=1
}
else{Active=1000}

if(changed(Active)&Active)
{
E:hintDriver("Made by Spaml1",7)
E:hintDriver("WASD - movement",5)
E:hintDriver("Shift - speed boost",5)
}
E2 Mig-15
W & S - force
Mouse aim to steer
By Spaml1
Code:
@name Mig 15
@inputs
@outputs
@persist T Vel Timer SoundFixTimer SoundFix
@trigger

E=entity():isWeldedTo()
if(first())
{
runOnTick(1)
R=random(0,255)
G=random(0,255)
B=random(0,255)
Colour=vec(R,G,B)
E:setMass(50000)
entity():setMass(0)
E:setAlpha(255)

if(E:type()!="prop_vehicle_prisoner_pod")
{
print("You must spawn the Chip on a seat")
selfDestructAll()
}
function cHolo(Index, Model:string, Position:vector, Angle:angle, Scale:vector)
{
holoCreate(Index)
holoModel(Index,Model)
holoPos(Index,Position)
holoAng(Index,Angle)
holoScale(Index,Scale)
holoShadow(Index,1)
holoParent(Index,E)
}

cHolo(1,"hq_rcube_thick",E:toWorld(vec(50,-10,0)),E:toWorld(ang(2,-30,0)),vec(15,3.5,0.5))
cHolo(2,"hq_rcube_thick",E:toWorld(vec(-50,-10,0)),E:toWorld(ang(-2,30,0)),vec(15,3.5,0.5))
cHolo(3,"hq_cylinder",E:toWorld(vec(0,-30,0)),E:toWorld(ang(90,-90,0)),vec(3.5,3.5,16))
cHolo(4,"hq_dome",E:toWorld(vec(0,-126,0)),E:toWorld(ang(90,-90,0)),vec(3.5,3.5,8))
cHolo(5,"hq_rcube_thick",E:toWorld(vec(0,-180,45)),E:toWorld(ang(10,-90,0)),vec(2.5,0.5,4.5))
cHolo(6,"hq_rcube_thick",E:toWorld(vec(0,-160,35)),E:toWorld(ang(40,-90,0)),vec(2.5,0.5,7))
cHolo(7,"hq_rcube_thick",E:toWorld(vec(0,-168,15)),E:toWorld(ang(40,-90,0)),vec(2.5,0.5,4))
cHolo(8,"hq_rcube_thick",E:toWorld(vec(25,-180,25)),E:toWorld(ang(0,-105,90)),vec(2.5,0.5,5))
cHolo(9,"hq_rcube_thick",E:toWorld(vec(22,-167,25)),E:toWorld(ang(0,50,90)),vec(2,0.5,5))
cHolo(10,"hq_rcube_thick",E:toWorld(vec(-22,-167,25)),E:toWorld(ang(0,-50,-90)),vec(2,0.5,5))
cHolo(11,"hq_rcube_thick",E:toWorld(vec(-25,-180,25)),E:toWorld(ang(0,105,90)),vec(2.5,0.5,5))
cHolo(12,"hq_dome",E:toWorld(vec(0,10,23)),E:toWorld(ang(0,180,0)),vec(3,10,3))
cHolo(13,"hq_tube_thin",E:toWorld(vec(0,80,0)),E:toWorld(ang(0,180,90)),vec(2.5,2.5,4.5))
cHolo(14,"hq_dome",E:toWorld(vec(0,90,0)),E:toWorld(ang(0,180,90)),vec(2.5,2.5,2.5))
cHolo(15,"hq_dome",E:toWorld(vec(0,66.1,0)),E:toWorld(ang(0,180,90)),vec(3.5,3.5,10))
cHolo(16,"hq_tube_thin",E:toWorld(vec(0,10,11)),E:toWorld(ang(0,180,0)),vec(3,10,2))
cHolo(17,"hq_cylinder",E:toWorld(vec(-70,-30,-22.5)),E:toWorld(ang(0,180,15)),vec(0.8,0.8,4))
cHolo(18,"hq_cylinder",E:toWorld(vec(70,-30,-22.5)),E:toWorld(ang(0,180,15)),vec(0.8,0.8,4))
cHolo(19,"hq_cylinder",E:toWorld(vec(0,70,-27.5)),E:toWorld(ang(0,180,-15)),vec(0.8,0.8,2.8))
cHolo(20,"hq_rcylinder_thick",E:toWorld(vec(-70,-35,-37.5)),E:toWorld(ang(90,180,0)),vec(1.8,1.8,1.8))
cHolo(21,"hq_rcylinder_thick",E:toWorld(vec(70,-35,-37.5)),E:toWorld(ang(90,180,0)),vec(1.8,1.8,1.8))
cHolo(22,"hq_rcylinder_thick",E:toWorld(vec(0,70,-37.5)),E:toWorld(ang(90,180,0)),vec(1.8,1.8,1.8))
cHolo(23,"hq_dome",E:toWorld(vec(0,10,21)),E:toWorld(ang(-180,0,0)),vec(3,10,3))
cHolo(24,"hq_torus",E:toWorld(vec(0,107.5,0)),E:toWorld(ang(0,180,90)),vec(2.5,2.5,2.5))
cHolo(25,"hq_rcylinder_thin",E:toWorld(vec(0,10,30)),E:toWorld(ang(0,0,0)),vec(0.1,0.1,0.5))
cHolo(26,"hq_rcylinder_thin",E:toWorld(vec(0,10,32.5)),E:toWorld(ang(0,0,0)),vec(0.1,0.1,0.1))

holoColor(20,vec(0,0,0))
holoColor(21,vec(0,0,0))
holoColor(22,vec(0,0,0))

holoColor(1,vec(100,100,100))
holoColor(2,vec(100,100,100))
holoColor(3,vec(100,100,100))
holoColor(4,vec(100,100,100))
holoColor(5,vec(100,100,100))
holoColor(6,vec(100,100,100))
holoColor(7,vec(100,100,100))
holoColor(8,vec(100,100,100))
holoColor(9,vec(100,100,100))
holoColor(10,vec(100,100,100))
holoColor(11,vec(100,100,100))
holoColor(12,vec(100,100,100))
holoColor(13,vec(100,100,100))
holoColor(14,vec(100,100,100))
holoColor(15,vec(100,100,100))
holoColor(16,vec(100,100,100))
holoColor(17,vec(100,100,100))
holoColor(18,vec(100,100,100))
holoColor(19,vec(100,100,100))

holoColor(23,vec(80,80,80))

holoColor(15,vec(100,0,0))
holoColor(24,vec(100,0,0))

holoMaterial(12,"phoenix_storms/glass")
holoMaterial(25,"phoenix_storms/glass")
holoMaterial(26,"models/props_combine/tprings_globe")

holoClipEnabled(15,1,1)
holoClip(15,1,vec(0,0,43),vec(0,0,-1),0)
}
Chair=entity():isWeldedTo()
Driver=Chair:driver()
W=Driver:keyForward()
S=Driver:keyBack()
Rvel=E:angVel():roll()
Pvel=E:angVel():pitch()
Yvel=E:angVel():yaw()
Pd=E:angles():pitch()/100
R1=E:angles():roll()/100
Range=rangerOffset(100,E:pos()+vec(0,0,-8),-E:up())
Height=Range:distance()
E:applyForce(-E:vel()*E:mass())
E:applyAngForce(ang(Rvel,-Yvel,-Pvel)*E:mass())
E:applyForce(vec(0,0,0.5)*E:mass()*7.511255)
if(Height<57.5|!Driver)
{
E:applyForce(vec(0,0,1)*E:mass()*(57.5-Height))
E:applyForce(-vec(0,0,1)*E:mass()*5*(Height-57.5))
}
E:applyAngForce(ang(R1,0,-Pd)*E:mass()*200)
if(Driver)
{
if(Height>57.5)
{
Y=vec(Driver:eye():dot(Chair:right()),Driver:eye():dot(Chair:right()),0):y()
}
else{Y=0}
if(Vel>750)
{
P=vec(0,Driver:eye():dot(Chair:up()),Driver:eye():dot(Chair:up())):z()
}
else{P=0}
E:applyAngForce(ang(-P,-Y,Y)*E:mass()*100)

SoundFixTimer++
SoundFix=sin(SoundFixTimer)*2+2
Speed=E:vel():length()
Timer+=1
if(Timer>500)
{Timer=0}
if(Timer==5){entity():soundPlay(1,0,"ambient/outdoors_well.wav")}
soundPitch(1,Speed*T*6+SoundFix)
}
else{soundStop(1)}
Forward=E:forward()*E:mass()*500
E:applyForce((Forward+$Forward)*T)
if(W){T+=0.01}
if(S|!Driver){T-=0.01}
elseif(S&Height<40){T-=0.005}
if(T<0){T=0}
if(T>5){T=5}
Vel=E:vel():length()
if(Driver&T<2&Height>60)
{
E:applyForce(-vec(0,0,1)*E:mass()*350)
T=2
}
if(E:driver())
{
Active=1
}
else{Active=1000}

if(changed(Active)&Active)
{
E:hintDriver("Made by Spaml1",7)
E:hintDriver("W and S - force",5)
E:hintDriver("Mouse aim to steer",5)
}
E2 Junkers Ju-88
W & S - force
Mouse aim to steer
By Spaml1
Code is big. Copy it from here:
https://pastebin.com/bbyyv18S
Conclusion
Here was all of our E2 projects. Thanks for looking E2 chips.

Credits
Screenshots, some of E2 chips, management - R.A.D.I.O.A.C.T.I.V.E
Some E2 chips, support - Spaml1 and Lobotomy

Thank you for your visit!

Tags: Expression 2, Wiremod, E2, Wire, Technics, Vehicles, Star Wars, WW2, Command and conquer, Tiberium wars, Brotherhood of NOD, Geometry Dash, E2 chips, chips, military, fun, archive
3 条留言
calicoreaper 2024 年 11 月 18 日 下午 6:11 
when i try to run most of them tickquota keeps exceeding
weed 2024 年 1 月 29 日 上午 8:45 
:steamthumbsup:
Alex  [作者] 2024 年 1 月 29 日 上午 5:40 
My legs are broken The kneecaps are stolen I'm forever bound to my chair

I don't know the season or What is the reason I'm sitting here in my chair

A desolate place (place) Without any space (space) It's only the pain I feel

It's me that I spite and I still can't defy The only thing I know for real There will be blood (shed)

The man in the white coat nods his head The only one left,to get up and walk again Bats don't give back what they take

Oh no there will be blood (shed) It's the only thing I ever knew!