Garry's Mod

Garry's Mod

84 평점
[Obsolete] [E2] CollisionCore
   
어워드
즐겨찾기
즐겨찾기됨
즐겨찾기 해제
Content Type: Addon
Addon Type: Tool
Addon Tags: Build, Fun
파일 크기
게시일
업데이트일
6.896 KB
2016년 5월 21일 오후 6시 30분
2022년 9월 7일 오전 5시 18분
변경 사항 11개 ( 보기 )

다운로드 위해 구독하기
[Obsolete] [E2] CollisionCore

설명
This addon is obsolete! Please use collision functions from base Wiremod instead.

This Expression 2 extension adds functions for collision detection and a new collision data type.

GitHub: https://github.com/CornerPin/e2CollisionCore

List of functions:

Function
Description
runOnCollision(entity ent, number activate)
If set to 1, the chip will run when the specified entity collides with anything.
number=collideClk()
Returns 1 if the chip execution was caused by a collision.
collision=getCollision()
Returns the collision data from the last collision.
entity=xcl:hitEntity()
Returns the other collision entity.
entity=xcl:ourEntity()
Returns the collision entity.
vector=xcl:hitPos()
Returns the collision position.
vector=xcl:ourOldVel()
Returns the entity's velocity before the collision.
vector=xcl:theirOldVel()
Returns the other entity's velocity before the collision.
vector=xcl:ourNewVel()
Returns the entity's velocity after the collision.
vector=xcl:theirNewVel()
Returns the other entity's velocity after the collision.
vector=xcl:ourOldAngularVel()
Returns the entity's angular velocity before the collision.
vector=xcl:theirOldAngularVel()
Returns the other entity's angular velocity before the collision.
vector=xcl:hitNormal()
Returns the normal of the surface that hit the other entity.
vector=xcl:hitSpeed()
Returns the speed at which the impact happened.
number=xcl:delta()
Returns the time since the last collision with the other entity.
number=xcl:speed()
Returns the speed of the entity before the collision.
table=xcl:toTable()
Returns the collision data as a table.
댓글 8
CornerPin  [작성자] 2020년 1월 22일 오후 12시 22분 
This is not a thing you can spawn, the addon extends the functionality of Expression 2 from Wiremod .
jacob 2020년 1월 22일 오전 11시 11분 
what kak spawniti collisoncore
:steamsad:
CornerPin  [작성자] 2018년 10월 29일 오전 9시 32분 
Do you mean it doesn't detect collisions between two NPCs? Because I can get collisions between NPC and another physical object, that is not an NPC, and I don't think I can fix that, because this is how the Source Engine works.
love_cube 2017년 10월 16일 오전 2시 37분 
ogo like-os
DeadButDesu 2017년 4월 21일 오후 1시 05분 
Thank you!!!!!!!!!!!!!!!!!!!
X-Coder 2017년 3월 5일 오후 4시 33분 
Thank you for the fast fix, its working great now.
CornerPin  [작성자] 2017년 3월 3일 오전 3시 10분 
Hi, now i fixed it. Thank you for reporting!
X-Coder 2017년 3월 2일 오후 2시 48분 
Hi, good addon, but I have a little issue:

it works great the first time, but as soon I reload the e2, collision is detected fine and e2 is called, but getCollision table often stays empty and all the functions only returns some defaults, like (0)worldspawn or [NULL entity] for ownEntity and entity function.
Is there somesthing I need to call on reload?

@name CollisionTest
@inputs Ent:entity
@outputs CollisionT:table
@persist
@trigger
if(first() || duped()){
runOnCollision(Ent, 1)
}
if(collideClk()){
Collision=getCollision()
print(Collision:entity()) #--> prints [NULL Entity]
print(Collision:ourEntity()) #--> prints [NULL Entity]
}