Garry's Mod

Garry's Mod

74 oy
[E2] AntCore
   
Ödül
Favorilere Ekle
Favorilere Eklendi
Favorilerden Çıkar
İçerik Türü: Eklenti
Eklenti Türü: Sunucu İçeriği
Dosya Boyutu
Gönderilme
Güncellenme
104.626 KB
26 Ara 2016 @ 21:58
22 Haz 2020 @ 1:04
74 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
[E2] AntCore

Açıklama
Useful E2 stuff

Documentation (too long for workshop): https://github.com/Antagonise/E2-AntCore


Some of the most useful functions:

E = shootBolt(pos, vel, damage)
Allows you to create a moving crossbow bolt that will hit targets identically as if you fired it yourself. Great alternative to hologram or prop projectiles.

E:turretShoot(direction, damage, spread, force, count, tracer)
Allows you to make an entity (including holograms) that you own fire a turret bullet that will act exactly like a real turret bullet.

propSpawnASync(enable)
Allows you to spawn more props per second, but they can't become solid until they would've been able to be spawned (via PropCore). Requires PropCore to be installed and enabled. By default, allows a max of 60 (non-solid) props to be spawned per second, any more than this can cause problems. Conforms to PropCore's settings for max solid per second. The benefit of this function is it makes your code much more manageable if it spawns a lot of different props in a short time.

findClosestCentered(pos, dir)
Finds the center entity based on a view angle, runs exactly the same as findClosest(pos) but for a direction.

findSetResults(R) / findAddResult(E)
Allows you to skip the actual finding part of find, but still use sort functions on known entities. Massively reduces lag.

runOnEntSpawn(enable) / runOnEntSpawn(type,enable)
Makes an e2 execute whenever an entity is created. Allows entity type to be specified, also the runOnEntRemove equivallent allows for specific entities only.

R:sort() / T:sort()
Returns a sorted array or table of keys from the input, sorted by the values. All values must be the same type.

E:setModelScale(N, time) / E:setPhysScale(N) / E:makeSpherical(..) / E:makeBoxical(..)
Allows extremely useful manipulation of physics and models. The first one allows linear smooth animated scaling of entities' models (including holos). The others allow entities themselves to physically be scaled.



Let me know if you find any problems.
72 Yorum
Tenndex 30 Eki @ 1:20 
Sorry Antonym died in an unfortunate surfboarding accident and left behind two kids and a racist bot
Sanders 29 Eki @ 10:44 
yea soo im going to assume im not going to get a response?
Sanders 20 Ağu @ 8:10 
the bug: Bolts = shootBolt(holoEntity(14400598):toWorld(vec(0,0,0)),holoEntity(14400598):forward()) doing this with the turret near a wall causing the bolts to nail the wall behind it
Epic Face Christmas 12 Tem @ 7:46 
what? Bug? with chair? serius?
Sanders 29 Mar @ 12:46 
ok @Tenndex care to explain? cause i can show you how im doing it
Sawnik 15 Şub @ 1:45 
anyone else having trouble with propSpawnASync(enable) not functioning?
Tenndex 18 Oca @ 1:51 
Works for me just fine.
Sanders 17 Oca @ 21:14 
ok sooo with this core its neat but the shootbolt has a MAJOR flaw. despite the holo it shoots from its not spawning from that holo! and i have to make sure the turret isnt near any walls or the bolt shoots backwards for some reason
Darmagon 28 Eki 2024 @ 23:54 
On a server am having problems with n=propCanCreate() not detecting the e=propSpawn(svan) rate limit since this was added, believe the check may be getting overridden thinking propSpawnASync(n) is enabled.
Mardröm 21 Mar 2022 @ 10:56 
my E2 is crashing whenever i use findClosestCentered(), the error says this:
entities/gmod_wire_expression2/core/custom/antcore.lua:746: attempt to perform arithmetic on field 'x' (a nil value)
as far as i can tell it's doing this only if it finds an entity, regardless of what i tell it to do with said entity or what i put in the pos/direction fields