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My random tech problems.
Every time i get on the server there are a few things that go wrong for me.
Such as...
The e2's that are suppose to download to me arn't there. *I believe that there is a set of e2's that i get from the server when i log on idk though.
When things pass trough the stargate shield I get a tiny checkerboard pattern where the effect is suppose to be.
When i use the gyropod adv. with it linked to my chair it seems to want to drive my ship to my chair as in it flips out and goes crazy.
Thats about it. Idk if some of these error are due to me being stupid but if someone knows how to fix one of those 3 ill be glad.
and yes i am new to server.
Such as...
The e2's that are suppose to download to me arn't there. *I believe that there is a set of e2's that i get from the server when i log on idk though.
When things pass trough the stargate shield I get a tiny checkerboard pattern where the effect is suppose to be.
When i use the gyropod adv. with it linked to my chair it seems to want to drive my ship to my chair as in it flips out and goes crazy.
Thats about it. Idk if some of these error are due to me being stupid but if someone knows how to fix one of those 3 ill be glad.
and yes i am new to server.
Comments
@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() } 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]: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 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() } } } #Grav-plate all props if(clk("Gravplating")) { Index = 1+(10*Step) End = 0 while(Index <= 10+(10*Step)) { if(Index != Parts:count()+1) { Parts[Index,entity]:setGravPlate(1) Index++ } else { Step = 0 Parent:setGravPlate(1) print("Grav-plating finished.") End = 1 break } } #Check if we did not hit the end, start next step if(!End) { Step++ timer("Gravplating",100) } else { selfDestruct() } }Not sure about shield issue, Gyropods are dodgy ATM so try using your own steering.
"I want you to show this world what it means to fear the sky."
Not cool, whoever that was. Especially since the license said not to remove it.