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Finally out, report bugs and suggestions here, i hope it doesnt bug much
PCPU Rev1 PCPU Rev2

PCPU
  • APTS: Move ship around map
  • Asgard interface: chat controlled asgard transporter
  • Foreign scanner: beam to spawn any intruder when on
  • Holomap: decorative holo + player tracker
  • Radar: EGP Radar (not very accurate thought)
  • Ship computer: Chat control for many devices (cloak, emitters) , red/yellow/blu alert
  • Selfdestruct: EGP for core SD with keyboard input and timer (change code in lib)
  • Ship status: EGP with value for shield armor hull
  • Shuttle mainframe: chip for ST shuttle warp target,..
  • STS: Site to Site transport: host and client, usefull to move thru large ships
  • Tactical: EGP and chat control for weapons targetting and fire + sensor array
  • Transport pad: ST pad EGP, multiple targets, touchscreen and chat
  • Warp: chat and egp to control warp drive

Changelog
  • Rev 1.2
    • Removed ano from default blacklist
  • Rev 1.1
    • Bugfixes on chat commands
    • Optimized foreign scanner
    • New functions on ship computer
  • Rev 1
    • Bugfixes
    • Reduced lag , using User input for EGP and optimization
    • Lib and shared tables/functions

    • Transporter pad
      • autoupdate
      • show jammed locs
      • works with /p and /pad
      • chat output

    • Asgard interface
      • now compatible with new and old tp

    • Ship computer
      • autolink
      • alert system, with sound and effects on modbridge
      • full ship control

    • Tactical
      • knew as Targetting
      • autolink weapons
      • egp for weapons, you can easly change weapons buttons
      • improved sensor screen
      • blind and vector firemod (/t rand and /t here)
      • chat control for weapons fire (works with autolink)
      • weapons aliases ("tricobalt" > tricobalt torpedo launcher; "cannon" > pulse phaser + keeper + cannon

    • Foreign scanner
      • new e2
      • blacklist: kick out of ship any blacklisted player, even if quarantine mode is off
      • whitelist: allow player even with quarantine on
      • intelligent scan: does not beam player unless: in ship range and close from the ship
      • egp
      • link AccessLevel to ship computer (it turn on when accessLevel >= 2)

    • APTS
      • Angle + Position Teleport System
      • moves and rotate ship around the map using wire tp
      • lag less than gyropod and works on large ships
      • uses wire pod controller
      • uses wire cam controller, it work sometimes so you can see your ship exterior and move it
      • annoying sound included

    • Shuttle computer
      • now compatible with new shuttles
      • linked with warp computer coordinates: more warp locations
      • parent to shuttle

    • STS (Site to site transport)
      • now shouldnt crash

    Disclaimer
    • i dont guarantee its bug free
    • before you ask "how do i change this" look at the first line of the chip, and look on PCPU_Lib_P
    • any suggestion not big thing, ask here
    • wire inputs and outputs are pretty obvious
    • if you look for something cool you saw on my ship which isnt here, i didnt intend to release it and i wont
    • dont abuse my e2 to annoy ppls, if you are a well know to be annoying dont use my e2 to achieve your annoying kid stuff, please
    • console screen i made when i released rev1 are dead and wont be updated
    • do not remove my name on your egp and code if you used a part of my code
    • unzip all on "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\data\Expression2"
    • lib file "PCPU_Lib_P" must stay on "Expression2\lib" folder
    • e2 > starfall
I have a bad feeling about the foreign scanner, I sense reports for bad beams in the near future

Bad beams = people who weren't inside the ship
(12-09-2015, 11:03 PM)T-17 Wrote: [ -> ]I have a bad feeling about the foreign scanner, I sense reports for bad beams in the near future

Bad beams = people who weren't inside the ship

I used it on my ship and no one was beamed accidently
im using the following function

Code:
function number inShip(Player:entity){
        if(Player:pos():distance(Center:entity():pos()) < Range){
            if(Player:aimEntity():owner() == owner() | Player:aimEntity():isPlayer()){
                if(Player:pos():distance(Player:aimEntity():pos()) < 300){
                    return 1
                }
            }
        }
        
        return 0
    }

1: check if player if inside radius (given by user in e2 config )
2: then if true, check if player aimed entity belongs to e2 owner
3: then if true, check if distance to aimed entiy < 300 (user not supposed to change it)
4: beam to spawn if all above is true and player is not allowed

even with 99999 radius poeple still have to be very close or inside user ship to get beamed to spawn, but in the worst case !dontgotome works (unless they're on user ship)
Nice work then, interesting method Big Grin
Pardon me, but: how do you setup the APTS thingie? I've connected "Pod" to the pod controller, which is connected to a chair, and "Drive" to the Wire Teleporter. But it doesn't seem to work neither with a parenter vessel, nor with a non-parented one. The vessel is only 50 props, is there a minimal size limit?
move using move keys, change angle using mouse buttons and engage with reload key
(13-09-2015, 02:44 PM)pho Wrote: [ -> ]move using move keys, change angle using mouse buttons and engage with reload key

Ah, that's why. I didn't figure out the reload key for some reason. Glanced it over or something. Thanks.
most of them dont load then get an error for me
(14-09-2015, 12:40 PM)тѕсм.[SG-1] Tealc Wrote: [ -> ]most of them dont load then get an error for me

Very helpful report. Has all the info we need to figure it out /sarcasm

Why dont you try fixing it?
because i dont code
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