Garry's Mod

Garry's Mod

[E2] AntCore
70 Comments
>:) Jul 12 @ 7:46am 
what? Bug? with chair? serius?
Sanders Mar 29 @ 12:46pm 
ok @Tenndex care to explain? cause i can show you how im doing it
Sawnik85 Feb 15 @ 1:45am 
anyone else having trouble with propSpawnASync(enable) not functioning?
Tenndex Jan 18 @ 1:51am 
Works for me just fine.
Sanders Jan 17 @ 9:14pm 
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 Oct 28, 2024 @ 11:54pm 
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.
Sanders Oct 13, 2024 @ 8:09pm 
hey with the E:turretShoot() can you add a delay option? so we can make some tun turrets? like if you wanna have them fire slower then you could or faster?
Mardröm Mar 21, 2022 @ 10:56am 
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
Sanders Mar 16, 2022 @ 9:33pm 
could you guys perhaps add onto this the option to fire things like missiles and ar2 alt fire stuff? would be nice for a defense system im working on'


if you can anyways thank you.
Sanders Mar 7, 2022 @ 7:12am 
thank you i forgot about that XD
Antonym  [author] Mar 7, 2022 @ 12:32am 
@SANDERS
You could try holoEntity(400):toWorld(vec(-20,0,0)) instead of holoEntity(400):pos()
Antonym  [author] Mar 7, 2022 @ 12:31am 
@idiosyncratic big fridge united
I either added setVelocity before propSetVelocity existed, or it wasn't in the e2 propcore version I was using at the time and yeah reverse compatibility and laziness
Antonym  [author] Mar 7, 2022 @ 12:15am 
@Ellie yeah the gun's client side hit scan ignores changes to the hitbox, so that can't really be fixed in the extension sorry, the extension just calls glua's inbuilt resizing functions
OUIIJM GUIITPS Mar 6, 2022 @ 9:00am 
Lol
Sanders Mar 5, 2022 @ 5:13pm 
so question im doing this: if(clk("fire")&ClearSight){Bolt=shootBolt(holoEntity(400):pos()+vec(-0,0,0),holoEntity(400):up()*Dist,5000) soundPlay(10,0.2,"@weapons/alyx_gun/alyx_gun_fire5.wav") and it works but i wanna know if there is a way i can change the spawn location of the bolt to be closer to the holo its controlled by?
prototype money stock broker Feb 25, 2022 @ 5:05am 
is there a reason setVelocity exists when propSetVelocity is a thing or is it there for backwards compatibility?
Ellie Sep 27, 2021 @ 3:37am 
Oh yeah that works but for example if i get a stove and resize it visually an physically its hitbox wont work. If you shoot it there will be no "clink" sound effect of bullets hitting it and bullets will pass through it. I know the hitbox is there because players cant walk through it and projectiles hit it. Its just the bullets, I also found that even tho the bullets pass through if an enemy is inside a resized sphere for example blood will come out due to the bullets hitting him but no damage will be dealt
Antonym  [author] Sep 26, 2021 @ 7:58pm 
try E:setModelScale for visual scaling
Ellie Sep 21, 2021 @ 1:45pm 
SetPhysScale(N) doesn't work correctly(I think). It resizes the props boundary box but the prop stays the same(unlike prop resizer where you can also see the prop resizing, despite not touching model scale). Furthermore the props collision is also messed up, you cant walk through the invisible barrier the props sets up but you can shoot through it, except projectiles. Would be amazing if you could make it perform the same as prop resizer(altering the phys scale alters the prop and its collision)
Sanders Aug 5, 2021 @ 3:42pm 
doing Dist = 3500*(Find:pos()-holoEntity(1):pos()):normalized():length() works thank you
Pongo Aug 5, 2021 @ 3:33am 
lies fake false made up fabrication untrue nonsense i would never the only one here who made a -rep on their rep score is antonymus who made up these lies!
Antonym  [author] Aug 5, 2021 @ 3:07am 
pongo has been arrested by the namibian government under 67 charges relating to international terrorism and war crimes and AntCore does not condone getting caught for that
Tenndex Aug 5, 2021 @ 2:59am 
Hello, the createMech() function seems to be broken???? Also this "Pongo" person seems very smart and handsome you should add this user to the owner list.
Pongo Aug 5, 2021 @ 2:11am 
dont do that code posted below it will delete your pc
Antonym  [author] Aug 5, 2021 @ 1:58am 
more like formerly poop's
Antonym  [author] Aug 5, 2021 @ 1:57am 
do Vel = 3500*(Find:pos()-holoEntity(1):pos()):normalized()
Pongo Aug 4, 2021 @ 10:59pm 
-rep -rep dont trust addon stole my name tag
Tenndex Aug 4, 2021 @ 10:03pm 
keyed and luapilled
Sanders Aug 4, 2021 @ 9:29pm 
but when they are fired they dont fly the same dist that the weapon itself work
Antonym  [author] Aug 4, 2021 @ 5:38pm 
the bolts speed limit 3500 is per component (x,y,z) so if you set its total velocity to a value that's too high, then one or more of the components will be limited to 3500 will change the direction
tldr: not possible to make it faster without it changing direction, oof bruh moment
Sanders Aug 3, 2021 @ 11:42pm 
ok so question when using the bolt function and doing it like this

Dist = (Find:pos()-holoEntity(1):pos()):length()*2 works well but putting the number above say 4 causes the bolts to fly out sideways how can i up the speed without this issue?
Antonym  [author] May 28, 2021 @ 6:12am 
when the pongo core sus
Pongo May 27, 2021 @ 9:09am 
thumbs up +rep good working condition on purchase will +rep when home
{E.Z.I.C}Xx_?êll måS?ê?_xX Nov 25, 2020 @ 5:27pm 
i got the addon on git up and it gives me a error everytime i tried to spawn in a prop so i looked for what was causing it and i got down to propSpawnASync it breaks prop spawn for some reason heres the error
sv: Expression 2 (generic): entities/gmod_wire_expression2/core/custom/prop.lua:36: bad argument #1 to 'IsValidProp' (string expected, got nil)
OUIIJM GUIITPS Nov 1, 2020 @ 5:01pm 
Is there any chance that player:setClip2 could be added?
Pongo Jun 22, 2020 @ 1:06am 
WIOW A RARE UPDATE GOD SPEED GOOD SIR !!
Antonym  [author] Jun 22, 2020 @ 1:05am 
fix
Fasteroid Jun 21, 2020 @ 3:34am 
Yo antony, there’s a crash bug involving killing npcs with inf() damage crossbow bolts rn that you might wanna patch. It takes a sec but will reliably crash every client on the server when it happens.
Code 2 reproduce:

@name funny bolt
shootBolt( entity():pos() + entity():forward()*100, entity():forward()*500, inf() )
# point chip at nearest npc
# make sure bolt hits npc
# wait like 5 sec
# BAM
Antonym  [author] Jun 18, 2020 @ 7:33am 
if (entRemoveClk()) { }
Knight 'Pink from the Outset' Jun 16, 2020 @ 8:36am 
Hi! Is there a way to check if the current execution of the chip was caused by "runOnEntRemove"?
Fasteroid Jan 30, 2020 @ 8:41pm 
processors don't like the github version of wiremod
Auralius Jun 10, 2019 @ 10:05am 
nevermind.
Auralius Jun 10, 2019 @ 10:02am 
antcore is disabled, how do I enable it?
Antonym  [author] Jun 6, 2019 @ 4:46am 
Check server console for e2 errors
Auralius Jun 4, 2019 @ 9:25am 
wait none of the functions are showing up!
Auralius Jun 4, 2019 @ 9:24am 
No such function: shootBolt(vector, angle, number). hmm this was working on a server but it does not work on mine. also it doesn't show ip in the E2Helper menu. where did you go shootBolt. :(
Perchance Mar 20, 2019 @ 4:54am 
Ah, thank you
Antonym  [author] Mar 20, 2019 @ 3:02am 
Perchance Mar 19, 2019 @ 6:04am 
Small question: Where's PropCore? I can't find it anywhere, it said in a few posts it comes with wires unofficial extras but it isn't in there
||Undercover|| Jun 29, 2018 @ 3:21pm 
I wanted to do propSpawn in the E2 but it has a error