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Steeveeo's E2s

LtBrandonLtBrandon Registered, Administrator Posts: 507
edited November 2012 in Showcase #1
I have quite a few E2s that steeveeo made a while back, and most people have either lost them or never had them. The autodownloader used to send these to everyone, but that stopped working about a year ago. So yeah, here you guys go.

E2 Autoparenter
# Author: Steeveeo
# Updated: February 7, 2011 @ 12:08 AM PST (-8 GMT)

# Use and Purpose:
# Place this chip on the main prop of your ship and say
# '!parent' in chat. This will do all the work for you
# to have a properly working and non-laggy parented ship.
# Note that this does auto-weight props, so if your gyropod
# is setup for a different weight, you may have to adjust.
#
# To share this chip, just say 'share mode' in chat before placing.
#
# Note: Do NOT save your ship after this, it will not work as
# expected. Instead, use this before flying each time your ship
# is placed.

# Fair Use and Legality:
# This chip is provided as is and is designed to work only
# as instructed. This is provided under Creative Commons and
# may be modified and/or shared with anyone as long as proper
# credit is given to the original author (Steeveeo). Failure to
# give credit by plagiarising or removing this header is subject
# to administrative punishment.

@name E2 Tool - Auto Parenter
@inputs 
@outputs 
@persist Parts:array Parent:entity Step
@trigger 

runOnChat(1)

#Startup
if(first())
{
    #Check if constrained
    if(!entity():isConstrained() & owner():lastSaid():lower() != "share mode")
    {
        print("Please place this on a contraption to begin")
        selfDestruct()
    }
    elseif(entity():isConstrained())
    {
        print("Caching structure parts, say '!parent' to begin.")
        Parent = entity():isConstrainedTo()
        Parts = entity():getConstraints()
    }
}

#Begin parenting
if(chatClk(owner()) & owner():lastSaid():lower() == "!parent")
{
    print("Initializing AutoParent, DO NOT TOUCH YOUR SHIP UNTIL THIS IS COMPLETE!")
    
    Step = 0
    timer("Freeze",100)
}

#Freeze all props
if(clk("Freeze"))
{
    #From here on out, these are expensive processes, so we need to do this in chunks
    Index = 1+(10*Step)
    End = 0
    while(Index <= 10+(10*Step))
    {
        if(Index != Parts:count()+1)
        {
            Parts[Index,entity]:freeze()
            Index++
        }
        else
        {
            #Call the Unconstrainer
            Step = 0
            timer("Unconstrain",100)
            
            print("Freezing finished, optimizing constraints.")
            print("Unconstraining all props.")
            End = 1
            break
        }
    }
    
    #Check if we did not hit the end, start next step
    if(!End)
    {
        Step++
        timer("Freeze",100)
    }
}

#Unconstrain everything
if(clk("Unconstrain"))
{
    Index = 1+(10*Step)
    End = 0
    while(Index <= 10+(10*Step))
    {
        if(Index != Parts:count()+1)
        {
            Parts[Index,entity]:unConstrain()
            Index++
        }
        else
        {
            #Call the Rewelder
            Step = 0
            timer("Reweld",100)
            
            print("Unconstrain finished, welding to parent.")
            End = 1
            break
        }
    }
    
    #Check if we did not hit the end, start next step
    if(!End)
    {
        Step++
        timer("Unconstrain",100)
    }
}

#ReWeld everything to Parent
if(clk("Reweld"))
{
    Index = 1+(10*Step)
    End = 0
    while(Index <= 10+(10*Step))
    {
        if(Index != Parts:count()+1)
        {
            if(Parts[Index,entity] != Parent)
            {
                Parts[Index,entity]:weld(Parent)
            }
            Index++
        }
        else
        {
            #Call the Weighter
            Step = 0
            timer("Weights",100)
            
            print("Rewelding finished, beginning dynamic weighting.")
            End = 1
            break
        }
    }
    
    #Check if we did not hit the end, start next step
    if(!End)
    {
        Step++
        timer("Reweld",100)
    }
}

#Weight everything dynamically
if(clk("Weights"))
{
    Index = 1+(10*Step)
    End = 0
    
    while(Index <= 10+(10*Step))
    {
        if(Index != Parts:count()+1)
        {
            Part = Parts[Index,entity]
            if(Part == Parent)
            {
                Part:setMass(50000)
            }
            elseif(Part:type() == "prop_physics" | Part:type() == "prop_physics_multiplayer")
            {
                Part:setMass(200)
            }
            else
            {
                Type = Part:type():lower()
                if(Type:find("resource") | Type:find("storage") | Type:find("gen") | Type:find("regulator") | Type:find("gyropod"))
                {
                    Part:setMass(50)
                }
                else
                {
                    Part:setMass(1)
                }
            }
            Index++
        }
        else
        {
            #Call the Parenter
            Step = 0
            timer("Parent",100)
            
            print("Weighting finished, parenting ship.")
            End = 1
            break
        }
    }
    
    #Check if we did not hit the end, start next step
    if(!End)
    {
        Step++
        timer("Weights",100)
    }
}

#Parenting time
if(clk("Parent"))
{
    Index = 1+(10*Step)
    End = 0
    while(Index <= 10+(10*Step))
    {
        if(Index != Parts:count()+1)
        {
            if(Parts[Index,entity] != Parent & !Parts[Index,entity]:isVehicle())
            {
                Parts[Index,entity]:parentTo(Parent)
            }
            Index++
        }
        else
        {
            #End it
            print("Parenting complete, you may now fly this ship.")
            End = 1
            break
        }
    }
    
    #Check if we did not hit the end, start next step
    if(!End)
    {
        Step++
        timer("Parent",100)
    }
    else
    {
        selfDestruct()
    }
}

E2 Weldchecker
# Author: Steeveeo
# Updated: November 22, 2010 @ 11:48 PST (-8 GMT)

# Use and Purpose:
# Place on a ship and say "weldcheck: start" to mark everything
# welded to it. Say "weldcheck: end" or delete the chip to clear
# marking.

# Fair Use and Legality:
# This chip is provided as is and is designed to work only
# as instructed. This is provided under Creative Commons and
# may be modified and/or shared with anyone as long as proper
# credit is given to the original author (Steeveeo). Failure to
# give credit by plagiarising or removing this header is subject
# to administrative punishment.

@name Weld Check
@inputs 
@outputs 
@persist Parts:array PartColors:array
@trigger 

runOnChat(1)
runOnLast(1)

#Startup
if(first()|dupefinished())
{
    
}

#Chat Control
if(chatClk(owner()))
{
    #Chat Parsing
    LastSaid = lastSaid():lower()
    Command = LastSaid:explode(": "):string(1)
    Args = LastSaid:explode(": "):string(2):explode(", ")
    
    if(Command == "weldcheck")
    {
        #Start Weld Coloring
        if(Args[1,string] == "start")
        {
            #Check if stuck on anything
            if(entity():isConstrained())
            {
                Parts = entity():getConstraints()
                for(Index = 1, Parts:count())
                {
                    PartColors[Index,vector4] = Parts[Index,entity]:getColor4()
                }
                
                print("[WELDCHECK] - Beginning Scan and Marking Welded Objects")
                timer("Mark",1000)
            }
            else
            {
                print("[WELDCHECK] - Chip is not attached to anything! Weld this chip on a contraption to start check.")
            }
        }
        
        #End, unmark all checks
        if(Args[1,string] == "end")
        {
            print("[WELDCHECK] - Unmarking all objects, end of weld check.")
            timer("Unmark",1000)
        }
    }
    
}

#Mark all welded objects sequentially
if(clk("Mark"))
{
    for(Index = 1, Parts:count())
    {
        Parts[Index,entity]:setColor(vec4(255,0,0,128))
    }
}

#Unmark if told to or chip removed
if(clk("Unmark") | last())
{
    for(Index = 1, Parts:count())
    {
        Parts[Index,entity]:setColor(PartColors[Index,vector4])
    }
}

Automatic Sliding Door
# Author: Steeveeo
# Updated: November 20, 2010 @ 4:11 PM PST (-8 GMT)

# Use and Purpose:
# Put this chip in a bulkhead for an effective and smooth
# animated door that activates on [USE]. Automatically closes
# after some time if nobody is in the way. Use the inputs for
# further control.

# Fair Use and Legality:
# This chip is provided as is and is designed to work only
# as instructed. This is provided under Creative Commons and
# may be modified and/or shared with anyone as long as proper
# credit is given to the original author (Steeveeo). Failure to
# give credit by plagiarising or removing this header is subject
# to administrative punishment.

@name Use Door
@inputs Lock OpenSeconds OwnerOnly
@outputs PlayersInRange 
@persist PlayOpenSound SoundOpenPlayed PlayClosedSound SoundClosedPlayed
@persist SlideUnits MaxSlide
@trigger all
@model models/SmallBridge/SEnts/sbadoors2a.mdl

#CREDITS:
#
#Writer: Steeveeo

runOnUse(1)
hide(1)

#Startup
if(first()|dupefinished())
{
    entity():setAlpha(0)
    entity():setSkin(9)
    SlideUnits = 0
    MaxSlide = 36
    
    #Create Replacement Holos
    #--Left
    holoCreate(1)
    holoModel(1,entity():model())
    holoSkin(1,entity():getSkin())
    holoMaterial(1,entity():getMaterial())
    holoColor(1,entity():getColor())
    holoPos(1,entity():toWorld(vec(0,-28,0)))
    holoScale(1,vec(1,0.68,1))
    holoParent(1,entity())
    #--Right
    holoCreate(2)
    holoModel(2,entity():model())
    holoSkin(2,entity():getSkin())
    holoMaterial(2,entity():getMaterial())
    holoColor(2,entity():getColor())
    holoPos(2,entity():toWorld(vec(0,28,0)))
    holoScale(2,vec(1,0.68,1))
    holoParent(2,entity())
}

#Variable Declaration
if(OpenSeconds == 0)
{
    OpenSeconds = 3
}

#Open/Close door
if(!Lock)
{
    if(OwnerOnly & useClk(owner()))
    {
        entity():setSolid(0)
        soundPurge()
        soundPlay("DoorSlide", 0, "doors/doormove3.wav")
        timer("ChecktoClose",OpenSeconds*1000)
        
        timer("Open Anim",1000/MaxSlide)
    }
    elseif(!OwnerOnly & useClk())
    {
        entity():setSolid(0)
        soundPurge()
        soundPlay("DoorSlide", 0, "doors/doormove3.wav")
        timer("ChecktoClose",OpenSeconds*1000)
        
        timer("Open Anim",1000/MaxSlide)
    }
}
if(clk("ChecktoClose"))
{
    #Entity Discovery
    findByClass("player")
    PlayersInRange = findClipToSphere(entity():pos(), 75)
    if(!PlayersInRange)
    {
        soundPurge()
        soundPlay("DoorSlide", 0, "doors/doormove3.wav")
        timer("Close Anim",1000/MaxSlide)
    }
    else
    {
        timer("ChecktoClose",1000)
    }
}

#------------
# Animations
#------------

#Slide Open
if(clk("Open Anim"))
{
    SlideUnits++
    holoPos(1,holoEntity(1):toWorld(vec(0,-1,0)))
    holoPos(2,holoEntity(2):toWorld(vec(0,1,0)))
    
    if(SlideUnits < MaxSlide)
    {
        timer("Open Anim",1000/MaxSlide)
    }
    else
    {
        soundPurge()
        soundPlay("DoorStop", 1, "doors/door_metal_thin_open1.wav")
    }
}

#Slide Closed
if(clk("Close Anim"))
{
    SlideUnits--
    holoPos(1,holoEntity(1):toWorld(vec(0,1,0)))
    holoPos(2,holoEntity(2):toWorld(vec(0,-1,0)))
    
    if(SlideUnits > 0)
    {
        timer("Close Anim",1000/MaxSlide)
    }
    else
    {
        soundPurge()
        soundPlay("DoorStop", 1, "doors/door_metal_thin_open1.wav")
        entity():setSolid(1)
    }
}

Toggle Use Door
# Author: Steeveeo
# Updated: July 9, 2010 @ 6:55 AM PST (-8 GMT)

# Use and Purpose:
# Give this a model with the concmd "wire_expression2_model <path>",
# then place where needed to make an effective and lagless door that
# runs on [USE]. Use inputs for further control.

# Fair Use and Legality:
# This chip is provided as is and is designed to work only
# as instructed. This is provided under Creative Commons and
# may be modified and/or shared with anyone as long as proper
# credit is given to the original author (Steeveeo). Failure to
# give credit by plagiarising or removing this header is subject
# to administrative punishment.

@name Use Door
#@model models/Slyfo/shuttlehatchclosed.mdl
@model models/SmallBridge/Ship Parts/sbengine2or.mdl
@inputs Lock OpenSeconds OwnerOnly
@outputs PlayersInRange 
@persist PlayOpenSound SoundOpenPlayed PlayClosedSound SoundClosedPlayed
@trigger all

#CREDITS:
#
#Writer: Steeveeo

runOnUse(1)
hide(1)

#Variable Declaration
if(OpenSeconds == 0)
{
    OpenSeconds = 2
}

#Open/Close door
if(!Lock)
{
    if(OwnerOnly & useClk(owner()))
    {
        soundStop("DoorClosed")
        entity():setAlpha(0)
        entity():setSolid(0)
        soundPlay("DoorOpen", 0, "doors/doormove3.wav")
        timer("ChecktoClose",OpenSeconds*1000)
    }
    elseif(!OwnerOnly & useClk())
    {
        soundStop("DoorClosed")
        entity():setAlpha(0)
        entity():setSolid(0)
        soundPlay("DoorOpen", 0, "doors/doormove3.wav")
        timer("ChecktoClose",OpenSeconds*1000)
    }
}
if(clk("ChecktoClose"))
{
    #Entity Discovery
    findByClass("player")
    PlayersInRange = findClipToSphere(entity():pos(), 75)
    if(!PlayersInRange)
    {
        soundStop("DoorOpen")
        entity():setAlpha(255)
        entity():setSolid(1)
        soundPlay("DoorClosed", 0, "doors/door_metal_thin_open1.wav")
    }
    else
    {
        timer("ChecktoClose",1000)
    }
}

Prop Direction Finder
@name Prop-Direction Finder
@inputs 
@outputs 
@persist Prop:entity
@trigger 

#Startup
if(first())
{
    if(entity():isConstrained())
    {
        print("Prop Detected, calculating prop's orientation.")
        Prop = entity():isConstrainedTo()
        
        #Forward
        holoCreate(1)
        holoModel(1,"hq_icosphere")
        holoPos(1,Prop:pos()+Prop:forward()*(10+Prop:boxSize():x()))
        holoColor(1,vec(255,0,0))
        holoScale(1, vec(1,1,1)*(Prop:radius()/100))
        holoParent(1,Prop)
        Direction = holoEntity(1):pos() - Prop:pos()
        #Up
        holoCreate(2)
        holoModel(2,"hq_icosphere")
        holoPos(2,Prop:pos()+Prop:up()*(10+Prop:boxSize():z()))
        holoColor(2,vec(0,255,0))
        holoScale(2, vec(1,1,1)*(Prop:radius()/100))
        holoParent(2,Prop)
        #Right
        holoCreate(3)
        holoModel(3,"hq_icosphere")
        holoPos(3,Prop:pos()+Prop:right()*(10+Prop:boxSize():y()))
        holoColor(3,vec(0,0,255))
        holoScale(3, vec(1,1,1)*(Prop:radius()/100))
        holoParent(3,Prop)
        
        print((10+Prop:boxSize():y()))
    }
    else
    {
        print("Please place on prop, not ground.")
        selfDestruct()
    }
}

Third-person Camera
# Author: Steeveeo
# Updated: November 19, 2010 @ 11:03 PM PST (-8 GMT)

# Use and Purpose:
# Hide this chip somewhere and say "camera: on" to change your
# view to an over-the-shoulder third-person camera. Say
# "camera: off" or undo the chip to turn this off.
#
# Note: This is also useful for if your camera gets screwed up
# by those pesky CamControllers, or if you want to learn how
# powerful the SetView function is.

# Fair Use and Legality:
# This chip is provided as is and is designed to work only
# as instructed. This is provided under Creative Commons and
# may be modified and/or shared with anyone as long as proper
# credit is given to the original author (Steeveeo). Failure to
# give credit by plagiarising or removing this header is subject
# to administrative punishment.

@name Third-Person Cam
@inputs 
@outputs 
@persist On
@trigger 

runOnChat(1)

if(chatClk(owner()))
{
    #Chat Parsing
    LastSaid = lastSaid():lower()
    Command = LastSaid:explode(": "):string(1)
    Args = LastSaid:explode(": "):string(2):explode(", ")
    
    if(Command == "camera")
    {
        if(Args[1,string] == "on")
        {
            if(!On)
            {
                On = 1
                timer("Apply Camera",100)
            }
            else
            {
                print("[TPC] - Camera Already Active!")
            }
        }
        elseif(Args[1,string] == "off")
        {
            On = 0
            stoptimer("Death Check")
            stoptimer("Respawn Check")
            timer("Remove Cam",100)
        }
        else
        {
            print("Argument Not Recognized")
        }
    }
}

#Remove Camera
if(last()|clk("Remove Cam"))
{
    owner():setView(0,vec(),ang())           
}

#Set up the camera
if(clk("Apply Camera"))
{
    #Camera Position
    Multiplier = owner():height()/75 #Default height is 72
    CamPos = owner():pos()
    CamPos -= owner():forward()*(75*Multiplier*2)
    CamPos += owner():up()*(75*Multiplier)
    CamPos += owner():right()*(15*Multiplier)
    
    CamAng = ((owner():pos()+vec(0,0,owner():height())) - (CamPos-owner():right()*(15*Multiplier))):toAngle()
    owner():setView(1,CamPos,CamAng)
    
    Cam = getSetViewEnt()
    Cam:parentTo(owner())
    
    timer("Death Check",100)
}

#Check for user death
if(clk("Death Check"))
{
    if(changed(owner():isAlive()) & !owner():isAlive())
    {
        timer("Remove Cam",100)
        timer("Respawn Check",100)
    }
    else
    {
        timer("Death Check",100)
    }
}

#Check if respawned after death
if(clk("Respawn Check"))
{
    if(owner():isAlive())
    {
        timer("Apply Camera",100)
    }
    else
    {
        timer("Respawn Check",100)
    }
}

Holo Propeller Controller
# Author: Steeveeo
# Updated: Jan 29, 2011 @ 12:17 AM PST (-8 GMT)

# Use and Purpose:
# This chip uses holoModel to create lagless spinning fans
# for helicopters, planes, steampunk airships, and anything in
# between. First, place all of your fans on your ship by welding
# them where you want them (don't bother axising, just weld).
# Then take an Advanced Entity Marker and hook in all of your
# fans. Wire up accordingly.
#
# Inputs work in the following manner:
# Fans [ARRAY] - Advanced Ent Marker holding all your fans
# SpeedAll - Base Speed for all fans (added to
#            FanSpeed[Index,number]).
#
# Outputs:
# Channel [STRING] - This is the name of the gTable that controls
#                    individual fan speed. I would do this over a
#                    normal wire, but arrays just don't work in
#                    that medium. Speed index == Fan index.

# Fair Use and Legality:
# This chip is provided as is and is designed to work only
# as instructed. This is provided under Creative Commons and
# may be modified and/or shared with anyone as long as proper
# credit is given to the original author (Steeveeo). Failure to
# give credit by plagiarising or removing this header is subject
# to administrative punishment.

@name HoloPropeller Controller
@inputs Fans:array SpeedAll
@outputs Channel:string
@persist FanSpeed:gtable SetupStep
@trigger 

runOnLast(1)

#Startup
if(first()|dupefinished()|changed(Fans:count()))
{
    #Remove existing holos
    holoDeleteAll()
    
    Channel = "HoloPropeller_" + entity():toString()
    FanSpeed = gTable(Channel,0)
    
    #Create Propellers
    SetupStep = 1
    timer("Fan Setup",100)
        
    timer("Rotate",25)
}

#Build all fans
if(clk("Fan Setup"))
{
    #Loop through and create replacement holos
    Fan = Fans[SetupStep,entity]
    
    #Find parent of the fan, if any, so we know what to
    #stick the holo on.
    if(Fan:parent())
    {
        Parent = Fan:parent()
    }
    else
    {
        Parent = Fan
    }
    
    holoCreate(SetupStep)
    holoModel(SetupStep,Fan:model())
    holoMaterial(SetupStep,Fan:getMaterial())
    holoColor(SetupStep,Fan:getColor())
    holoAng(SetupStep,Fan:angles())
    holoPos(SetupStep,Fan:pos())
    holoParent(SetupStep,Parent)
    holoShadow(SetupStep,1)
    Fan:setAlpha(0)
    
    #Next Pass
    SetupStep++
    if(SetupStep <= Fans:count())
    {
        timer("Fan Setup",100)
    }
}

#Shutdown
if(last())
{
    #Restore all prop fans
    for(Index = 1, Fans:count())
    {
        Fan = Fans[Index,entity]
        Fan:setAlpha(255)
    }
}

#Spin the fan
if(clk("Rotate"))
{
    for(Index = 1, Fans:count())
    {
        Speed = FanSpeed[Index,number]
        holoAng(Index,holoEntity(Index):toWorld(ang(0,0,Speed*SpeedAll)))
    }
    
    timer("Rotate",25)
}

Atmospheric Probe
# Author: Steeveeo
# Updated: May 2, 2010 @ 5:37 AM PST (-8 GMT)

# Use and Purpose:
# This chip can be placed anywhere and will output and display
# the current atmospheric stats.

# Fair Use and Legality:
# This chip is provided as is and is designed to work only
# as instructed. This is provided under Creative Commons and
# may be modified and/or shared with anyone as long as proper
# credit is given to the original author (Steeveeo). Failure to
# give credit by plagiarising or removing this header is subject
# to administrative punishment.
@name Atmospheric Probe
@inputs 
@outputs Name:string Size:string Gravity Temperature O2Percent O2Volume CO2Percent CO2Volume NitroPercent NitroVolume HydroPercent HydroVolume Vacuum Volume UnUsedVolume
@persist OverlayText:string
@trigger 

interval(5000)

#Startup
if(first())
{   
    OverlayText = ""
    timer("Startup",500)
}

#Problems with duping, reset chip
if(duped())
{
    reset()
}

#Compile Atmosphere Data
if(clk()|clk("Startup"))
{
    soundStop("Active")
    #Ping if in a viable atmosphere
    if(Name & Name != "Space")
    {
        soundPlay("Active", 0.5, "RD/pump/beep-3.wav",0.75) #Accidental Sonar effect FTW!
    }
    #Else Warn
    else
    {
        soundPlay("Active", 0.5, "buttons/blip2.wav")
    }
    
    #Check if real atmo or climate reg.
    if(entity():lsName() == "No Name")
    {
        Name = "Regulated Climate"
    }
    else
    {
        Name = entity():lsName()
    }
    #If an atmosphere is detected, read it (and don't redbrick in space).
    if(Name & Name != "Space")
    {
        Size = entity():lsSize():toString() + " units"
        Temperature = entity():lsTemperature()
        Gravity = entity():lsGravity()
        O2Percent = entity():lsO2Percent()
        O2Volume = entity():lsO2Amount()
        CO2Percent = entity():lsCO2Percent()
        CO2Volume = entity():lsCO2Amount()
        NitroPercent = entity():lsNPercent()
        NitroVolume = entity():lsNAmount()
        HydroPercent = entity():lsHPercent()
        HydroVolume = entity():lsHAmount()
        Vacuum = entity():lsEmptyAirPercent()
        Volume = entity():lsVolume()
        UnUsedVolume = entity():lsEmptyAirAmount()
    }
    else
    {
        Size = "Undetectable"
        Temperature = entity():lsTemperature()
        Gravity = 0
        O2Percent = 0
        O2Volume = 0
        CO2Percent = 0
        CO2Volume = 0
        NitroPercent = 0
        NitroVolume = 0
        HydroPercent = 0
        HydroVolume = 0
        Vacuum = 100
        UnUsedVolume = 0
    }
    #Overlay Text (Tooltip)
    OverlayText = "- " + Name + " -\n"
    OverlayText += "Size: " + Size + "\n"
    OverlayText += "Temperature: " + round(Temperature*100)/100 + "K\n"
    OverlayText += "Gravity: " + round(Gravity*100)/100 + "\n"
    OverlayText += "Oxygen: " + round(O2Percent*100)/100 + "% (" + round(O2Volume) + ")\n"
    OverlayText += "Carbon Dioxide: " + round(CO2Percent*100)/100 + "% (" + round(CO2Volume) + ")\n"
    OverlayText += "Nitrogen: " + round(NitroPercent*100)/100 + "% (" + round(NitroVolume) + ")\n"
    OverlayText += "Hydrogen: " + round(HydroPercent*100)/100 + "% (" + round(HydroVolume) + ")\n"
    OverlayText += "Vacuum: " + round(Vacuum*100)/100 + "% (" + round(UnUsedVolume) + ")"
    setName(OverlayText)
}

#if(first()|clk("Overlay"))
#{
#    #Set Tooltip
#    entity():setOverlayText(OverlayText)
#    timer("Overlay",10)
#}
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Comments

  • SteeveeoSteeveeo Registered, Administrator Posts: 849
    Thanks for the post, I had long since lost these to a hard drive failure awhile back.

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