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Not getting the E2's

CyntroxCyntrox Registered Posts: 5
edited May 2012 in Tech Support #1
Hello, I am trying to play on your server, but it seems that when I connect, your custom E2's aren't downloaded. In particular, I understand you prefer people using autoparent.

When I connect, it says "Downloading data\Expression2\...", but when I get in, only my personal E2's are in the menu. Also, when I open garrysmod\data\expression2, I don't see anything from Diaspora. If I try to reconnect to the server, the "Downloading data\Expression\..." message shows up again.

I find this to be very strange, since I was able to download the map and other stuff just fine. If anyone could help me find out what the problem is, or just give me the E2 code, I would be very grateful :)

Comments

  • Mouldy_TacoMouldy_Taco Registered, Moderator Posts: 133
    Do you have a folder labeled "Tools" when you search through your E2 files? If so, the files you are looking for will be in there. If not, something is amiss with the FastDL.
    "If this works, it'll keep us from getting' caught. If it doesn't, it'll keep us from gettin' old," -- MacGyver
  • SteeveeoSteeveeo Registered, Administrator Posts: 849
    Do you have a folder labeled "Tools" when you search through your E2 files? If so, the files you are looking for will be in there. If not, something is amiss with the FastDL.
    From some of the error reports lately, I would think that the latter might be true.
  • CyntroxCyntrox Registered Posts: 5
    Do you have a folder labeled "Tools" when you search through your E2 files? If so, the files you are looking for will be in there.
    No, there is no such folder anywhere in my garrysmod folder.

    Is there any way to download the files manually? Or could someone who has the E2's downloaded already share them? I could provide a FTP server if needed. Again, I was able to download the maps and such just fine, I only seem to be missing the E2's.
  • Lambda217Lambda217 Registered, Moderator Posts: 534
    I got the AutoParenter, that's about it.
    @name E2 Tool - Autoparenter V2-4
    @inputs 
    @outputs 
    @persist [LastSaid Parts]:array Parent:entity Step
    @trigger 
    
    #This is an Auto-parenting chip. Attach to Parent prop, follow instructions(Don't worry, they're basic),
    #and it will properly parent everything.
    
    #Original chip made by Steeveeo, modified in several places for some extra features.
    
    
    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()
            reset()
        }
        elseif(entity():isConstrained())
        {
            print("Caching structure parts, say '!parent' to parent to attached prop, '!parent g' to parent AND grav-plate.")
            Parent = entity():isConstrainedTo()
            Parts = entity():getConstraints()
        }
    }
    
    LastSaid = owner():lastSaid():explode(" ")
    
    #Begin parenting
    if(chatClk(owner()) & LastSaid[1,string]:lower() == "!parent")
    {
        hideChat(1)
        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]:propFreeze(1)
                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()
                #ifdef entity:shadowEnable(number)
                Parts[Index,entity]:shadowEnable(0)
                #endif
                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(25000)
                }
                elseif(Part:type() == "prop_physics" | Part:type() == "prop_physics_multiplayer")
                {
                    Part:setMass(125)
                }
                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
                if (LastSaid[2,string] & (LastSaid[2,string]:lower() == "g"))
                {  print("Parenting complete, grav-plating initializing.") }
                else
                { print("Parenting complete.") }
                
                End = 1
                break
            }
        }
        
        #Check if we did not hit the end, start next step
        if(!End)
        {
            Step++
            timer("Parent",100)
        }
        else
        {
            if (LastSaid[2,string] & (LastSaid[2,string]:lower() == "g"))
            { timer("Gravplating",100) }
            else
            { selfDestruct() }
        }
    }
    


    "I want you to show this world what it means to fear the sky."
  • CyntroxCyntrox Registered Posts: 5
    Thanks a lot :D
  • CyntroxCyntrox Registered Posts: 5
    Sorry for the double post, but wouldn't this be better? I've modified it so that it doesn't parent docking clamps, as that will cause them to spazz out in my experience.
    @name E2 Tool - Autoparenter V2-4
    @inputs 
    @outputs 
    @persist [LastSaid Parts]:array Parent:entity Step
    @trigger 
    
    #This is an Auto-parenting chip. Attach to Parent prop, follow instructions(Don't worry, they're basic),
    #and it will properly parent everything.
    
    #Original chip made by Steeveeo, modified in several places for some extra features.
    
    
    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()
            reset()
        }
        elseif(entity():isConstrained())
        {
            print("Caching structure parts, say '!parent' to parent to attached prop, '!parent g' to parent AND grav-plate.")
            Parent = entity():isConstrainedTo()
            Parts = entity():getConstraints()
        }
    }
    
    LastSaid = owner():lastSaid():explode(" ")
    
    #Begin parenting
    if(chatClk(owner()) & LastSaid[1,string]:lower() == "!parent")
    {
        hideChat(1)
        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]:propFreeze(1)
                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()
                #ifdef entity:shadowEnable(number)
                Parts[Index,entity]:shadowEnable(0)
                #endif
                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(25000)
                }
                elseif(Part:type() == "prop_physics" | Part:type() == "prop_physics_multiplayer")
                {
                    Part:setMass(125)
                }
                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]:type() != "sbep_base_docking_clamp")
                {
                    Parts[Index,entity]:parentTo(Parent)
                }
                Index++
            }
            else
            {
                #End it
                if (LastSaid[2,string] & (LastSaid[2,string]:lower() == "g"))
                {  print("Parenting complete, grav-plating initializing.") }
                else
                { print("Parenting complete.") }
                
                End = 1
                break
            }
        }
        
        #Check if we did not hit the end, start next step
        if(!End)
        {
            Step++
            timer("Parent",100)
        }
        else
        {
            if (LastSaid[2,string] & (LastSaid[2,string]:lower() == "g"))
            { timer("Gravplating",100) }
            else
            { selfDestruct() }
        }
    }
    

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