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Messages - Resolute

Pages: 1 [2]
16
General / Re: Let's Learn Basic E2
« on: July 24, 2009, 07:44:35 PM »
RAWR! Basic E2 Tutorial is ALIVE!
Section 2 has been started 8)

17
Server Requests/Suggestions / Re: RP server?
« on: July 23, 2009, 09:36:16 PM »
I would gladly join from time to time if there is one to be made. :)
If not, I would stay longer in Latest Wire/Phx.
Win-Win situation either way lol  :D

18
General Chat / Crysis, YOUR opinion
« on: July 23, 2009, 09:01:12 PM »
What do you think of Crysis?  :-\
Is it really all that fun?
All I know is you start playing and the graphics just blows you away fux your eyeballs repeatedly until it is burned into your brain ???

19
General Chat / Re: Have an old Router? You can make it useful
« on: July 22, 2009, 06:42:42 PM »
Yup, cause I have a WRT54G v2.2 currently running on Tomato (stable+easy) and since Linksys doesn't update stock firmware anymore for it, I found these to be much better.

20
General Chat / Have an old Router? You can make it useful
« on: July 21, 2009, 05:48:26 PM »
If you have a router model such as:

Linksys:
WRT54G v1-4
WRT54GS v1-4
WRT54GL v1.x
WRTSL54GS

Buffalo:
WHR-G54S
WHR-HP-G54
WZR-G54
WBR2-G54
WBR-G54
WZR-HP-G54
WZR-RS-G54
WZR-RS-G54HP
WVR-G54-NF
WHR2-A54-G54
WHR3-AG54

Asus:
WL500G Premium
WL500GE
WL520GU

Sparklan:
WX6615GT

Fuji:
RT390W

Microsoft:
MN-700

Then you are in luck. You can install custom firmware on it. These models are all supported by

Tomato http://www.polarcloud.com/tomato

This can either be good experience or added functionality to that router. So it might just be still useful. If this does not satisfy your needs then feel free to check out the other
firmwares that are out there such as:

DD-WRT
OpenWRT
OpenWRT with X-WRT web interface

(use google to find them)

which I have all used. I say Tomato first cause it is one of the easiest and user friendly ones and the list of models here may not apply to the other firmware. Also like all of them say, try at your own risk.

21
General / Let's Learn Basic E2
« on: July 17, 2009, 03:16:43 PM »
Now before we begin I would like to stress out the term basic. If you know basics this is not for you.
For any others you have come here seeking help from taking that first step and is too lazy to search for tutorials on your own.
I am trying to dumb down any tutorials I find with my own logic with an imaginary Noob for my amusement and make things easier.
I am also open to suggestions from anybody and I hope you learn something.


Resolute's Basics

Section 1
<Noob>"lern meh e2 plox"

Alright then let us start.

@name
@inputs
@outputs
@persist
@trigger all

This is what you see if you spawn an empty E2 chip.

@name - This is where you name the E2 chip your gonna make, you can leave blank if you want and its gonna show up as like "(generic)" when you point at it.

@inputs - This is where you declare inputs

@outputs - This is where you declare outputs

@persist - This is where variables that aren't inputted or outputted are declared

@trigger all - This is what triggers the E2 AKA what starts it. In this case it would be everything, hence the "all" but this can be modified for just one or two inputs. There are also different ways for starting the E2.

<Noob>"whut?"- Dont worry I'll explain later, same for persist mkay?

So let us make an easy E2 that can be used to open a door. It will be called "Door" and takes an input of 2 non-toggling buttons that outputs 1 for on and 0 for off which I will call "Button1" and "Button2".
Considering that the door is a hydralics-slider type, the E2 is going to output the length of the hydralics to the controller that will open or close the door which I will call "Length".
Since I don't need any other variables and the ones I have now are inputs and outputs (Button1,Button2,Length),  @persist is not required.
The @trigger will also be demonstrated in ways it could be used.
<Noob>"but hao mak hydra-slide dor?"-I assume you would have basic building skills but your a noob so.
 ______                                      ______
| Wall   |----| Hydra and slider|----|        |         
|         |      <-------- Close          |  Door|         (awesome picture)
|_____ |     Open----------->        |_____| 

           
________                   ___   
|controller|<----------|E2|
----------                 ----   
                               
                         (B1)         (B2)
                                 

@name Door
@inputs Button1 Button2
@outputs Length
#@persist
@trigger all

<Noob>"wat dus # men at frunt of teh @persist?" That just means that after the # anything else that is written after it on that line only ceases to be code and becomes something like a comment such as.
@name Door #Google tutorials noob
The name of the E2 will not be "Door #Google tutorials noob", just plain "Door"

So now wire everything up. Controller is input and accepts an output from the E2 of Length. So use your wire tool and shoot the controller than the E2. The E2 itself  accepts two inputs from two buttons. So we shoot the E2 then one of the buttons. Now point at the E2 again and hit right-click, make sure that the little box that is showing now says Button2, shoot the E2 and then the other button.
<Noob>"wher find wire tool?" ...Anyways, moving on
<Noob>"wait, i finds it"

On to the coding part hurray! Let me also say that E2 will involve a lot of "if" statements.

if(Button1==1)
{
    Length=75
}
else {Length=0}

if(Button2==1)
{
   Length=75
}
else {Length=0}

This is some simple code and yea thats all there is. Let me explain about "if" statements first. They are basically all about true and false.
<Noob>"1=tru 0=false rite?" One Noob, very One
<Noob>"bazturd"
What the noob has mentioned is correct. So basically:

if(1)
{
  Length=75
}

Will ALWAYS make Length=75 its also the same as

Length=75

by itself, same for the inverse.

if(0)
{
  Length=75
}

will never make Length=75 and is just a waste of space. This is where the buttons come in, they send a 1 if its pushed and 0 if its not. So replace the 1 and 0 of both cases with the variable Button1.

if(Button1==1)
{
Length=75
}
else {Length=0}

This basically means, If "Button1" is equal to one, make Length 75 , if it is not equal to one, make Length zero.
<Noob>"hao cum ther r = and sum ==" Well == is a comparing thing used in ifstatements basically it asks if the the first thing is equal to the second, if it is it returns True, which lets the if statement run Length=75. This puts the number into the variable "Length" and is a command, so you can't do:

if(Button1=1)
{
   Length==75
}

Now what if the "Button1" is not pressed? It sends a zero into the E2 and to the if statement. thats where the else comes in.

if(Button1==1)
{
   Length=75
}
else {Length=0}

If "Button1" isn't equal to 1 the if statement will skip Length=75 and go to the else and run the command in there instead. Making Length=0 hence making the door CLOSED instead of OPEN. There is also the use of elseif in which it doesn't run a command but runs another if statement instead.

if(Button1==1)
{
   Length=75
}
elseif(Button1==0)
         {
             Length=0
         }

But because we know if "Button1" is not equal to one it has to be zero making the above code more tedious even though it does the same thing.

The E2 will end up looking like this:

@name Door
@inputs Button1 Button2
@outputs Length
#@persist
@trigger all

if(Button1==1)
{
    Length=75
}
else {Length=0}

if(Button2==1)
{
   Length=75
}
else {Length=0}

To sum all of this up, basically the E2 accepts 2 inputs from two buttons, if Button1 or Button2 is pushed, the E2 outputs to the length of the hydralics and the hydralics will grow longer and OPEN the door. If the buttons aren't being pushed the E2 will output to the length of the hydralic a zero which will shorten the hydralics all the way which CLOSES the door.

Next time I will explain more about triggers, persists, and different comparing statements.

<Noob> gained 50 EXP points
<Noob>"res cum bak quikly plox" Don't worry I will. Off to GMOD! ;D

7 days later...

<Noob>"yay u haf com bak"
Yes I have.
*ahem* onwards to (drumroll plz)

*tada*
Section 2 :D

Anyways now that you know about E2 more and how to use if statements the rest should be quite easy now cause it is just some different comparing statements.
I shall now continue with the E2 from above. Now that I look at it (7 days ago), it is quite long and CAN BE SHORTENED.
Let us review this again, if either Button1 OR Button2 the E2 makes Length=75, if not then it makes Length=0.
So this is what we do:

if(Button1==1 | Button2==1)
{
   Length=75
}
else{Length=0}

So what your thinking now is what that--
<Noob>"ROFL watts wif dat ell?"
.....
Yes, thank you SO MUCH for pointing that out.
<Noob>"ur welcm"

That "ell" or "|" is actually the statement OR and it is not an "ell" but a key that
sits above the    Enter    it shares it with the "\"
                       <--'
Basically if the "|" does not have a "\" on the key, wrong one!
So what we just did was about chop in half out coding but keep what it did.
Once again this means "If either Button1 or Button2 is pressed make the Length=75, if they are not pressed make Length=0"
Easy right?

Now let's say that we want the door to open when both the Button1 AND Button2 are pressed.
So ONLY if BOTH the buttons are pressed Length=75,
if only one or no button is pressed then Length=0.
The statement for AND is "&". This time I want you to write out that by yourself.
(P.S It is just like the earlier one)
<Noob>"WTFBBQ wut wif tat a--" *smack*

Anyways, this is the general idea of E2 if statements. Let us move on to persists and triggers.

Persists are self-explanatory, basically instead of input or output variables, they just stick around. If it was like this:

@name Door
@inputs Button1 Button2
@outputs Length
@persist Num
@trigger all

if(Button1==1 | Button2==1)
{
   Length=75
   Num++
}
else{Length=0}

Num would keep on adding 1 to itself as long as a button is pressed. Num will also keep the value until you destroy/undo the E2.
Somethings to note:

Num++ is the same as Num=Num+1 and Num+=1
Whenever you want to put something into a variable (in this case Num) it needs to be on the left side of the equal, so

Num+1=Num

won't work.
Also all persist variables START out EMPTY Num had a 0 inside from the moment that E2 was spawned.


22
General Chat / FuNnest/FuNIest Dream you ever had
« on: July 16, 2009, 08:24:40 PM »
I'd like to take this chance to say that I want the forums to be like a place to hangout and not just to register for some respected
and become a ghost, but since they are ghost they won't be reading this lol, so lurkers,
I want you to participate and help Random be cooler than coolzeldad lol ;D.

Anyways I start first:

I dreamt that I was taking a test on top of a really high building. I was in a room without any walls.
Then suddenly I fell off the building free-falling for a whole lotta floors. Now this felt really real so it was scaring the crap out of me
I might have thought I was gonna die or I did feel some sort of despair   :-\.
I noticed a super long cloth of some sort and grabbed it, ending up swinging around
having one of the funnest time of my life while the other test takers cheered on my name  :D

That cloth felt real (maybe a blanket) and so did the physics.
Funny that I mention that cause this is actually a GMOD induced dream.
I was playing it really late into the night and made this chair attached with rope to the top of a tall ladder,
attached some thrusters and flew around. Very similar to what happened in my dream lol.

23
Help/Requests / Re: Maybe a neat addition to servers
« on: July 16, 2009, 07:27:51 PM »
Alright that's cool  :D

24
Help/Requests / Maybe a neat addition to servers
« on: July 15, 2009, 10:42:15 AM »
Well first, the source engine will only let you go so fast. The limit is around 2000in/s
or around 112.5 mph. One day I was looking for some neat addons when suddenly I found:

Physics Performance and Speed Settings:
http://www.facepunch.com/showthread.php?t=585848

Which means that everything can be faster.
Things like friction,air density,gravity on any axis ,and angular velocity can be changed. (One hour a day of zero-g would be interesting)
Maybe it's a little unnessaceary, but after I hit the speed limit a few times it was a little annoying and I thought,
What would happen if we could go faster. So take this into consideration.

phys_gravity_x 0
                                    y 0
                                     z 0
 ::)

25
Approved Respected Apps / New and hopes to stick around long
« on: June 27, 2009, 01:42:32 PM »
Well, I hang out at the Latest Wire/Phx gm_hugehalfflatgrass2009 server as Resolute.
SteamID is "hypertram" (thought it sounded cool).

I started playing around 2years ago and then just stopped and was a noob. Starting again I found the random server with random people. Found out about Wire, I could also apply Comp Sci I leanered onto E2 (C++ FTW) I got to know some people and just stuck around. I watch other people make things, make some things of my own, and try to have fun without being a mingebag. I would like to join this group because I find it fun of course. I guess I'll go play some gmod now.

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