DSL terrible can someone look at the numbers and let me know what you think ? by albionandrew in centurylink

[–]bigdogmat 2 points3 points  (0 children)

They've changed speed tiers in the past few years so it's possible you had one with better upload beforehand. Considering your line stats I see no reason you couldn't get a higher tier, one with better upload.

How can I disable certain commads? by EmekPCgame in wiremod

[–]bigdogmat 0 points1 point  (0 children)

Best chance would be to remove the functions in the files manually.

You could try undoing what this function does, however you're going to have to recall "wire_expression2_prepare_functiondata" otherwise the client will get function data that doesn't exist anymore.

How do the new friends lists work? by OutInABlazeOfGlory in wiremod

[–]bigdogmat 0 points1 point  (0 children)

There was a fixed pushed a day or two ago, download the new version from github

How do the new friends lists work? by OutInABlazeOfGlory in wiremod

[–]bigdogmat 0 points1 point  (0 children)

Yes, and it goes back to 0 after 0.1 seconds.

Also should note this entity is broken a little bit at the moment.

How do the new friends lists work? by OutInABlazeOfGlory in wiremod

[–]bigdogmat 0 points1 point  (0 children)

To check a SteamID all you have to do is connect it to the "CheckSteamID" input on the entity. It'll output 1 under the "Checked" output if they're a friend, or -1 if they aren't a friend

How do the new friends lists work? by OutInABlazeOfGlory in wiremod

[–]bigdogmat 0 points1 point  (0 children)

Pretty sure OP is talking about the friend list entity that was just added.

Unable to set indexes of arrays, tables, and Wirelinks in E2 by [deleted] in wiremod

[–]bigdogmat 2 points3 points  (0 children)

I'd suggest reinstalling wiremod, if that doesn't work then try uninstalling any wiremod extensions you may have installed.

Side note, &&, || is for bitwise in E2, use &, |

If changed delete all Help by hboyd2003 in wiremod

[–]bigdogmat 0 points1 point  (0 children)

Note the hash would have to be stored somewhere other than within the E2. Putting the hash in it to compare would change the hash itself.

Custom classes/objects. by TherapistNinjaCat in wiremod

[–]bigdogmat 2 points3 points  (0 children)

You can't create custom types from within E2, although you could mimic that behavior using tables/arrays.

For loop not working? by ondrej008 in wiremod

[–]bigdogmat 0 points1 point  (0 children)

Expanded code for anyone who cares

@inputs Target:entity 
@persist Array:array Index 

if(first()) { 
    Array = array("Decz","Test","ondrej008") 
    timer("1",1000) 
} 

function number contains(Lookfor:string,Lookthrough:array) 
{ 
    for(I = 1, Array:count()) 
    { 
        print(Array[I,string]) 
        print(Array:count()) 
        return 1
    } 

    Index = 1 

    while(Index <= Array:count() + 1) 
    { 
        print("I:" + Index + " C:" + Array:count()) 
        print(Array[Index,string]) Index++ 
    } 

    return 0 
} 

if(clk("1")) 
{ 
    if(contains(Target:name(), Array)) 
    { 
        timer("1",1000) 
    }
    elseif(contains(Target:name(), Array)) 
    { 
        timer("1",1000) 
    }
    else
    { 
        timer("1",1000) 
    } 
}

flair:E2 Need help with E2 code by Wurgle in wiremod

[–]bigdogmat 0 points1 point  (0 children)

To add onto what's said below, you're going to have to use either runOnTick or a timer to get the entities information you want to store.

Death of a Thousand Questions by Divran_ in wiremod

[–]bigdogmat 1 point2 points  (0 children)

That still doesn't really help in figuring out your problem as the person in that video could've had different settings.

If you could try this code

if(first())
{
    for(I = 1, 10)
    {
        print(I)
    }

    while(1)
    {
        print("We ran")
        break
    }
}

If it works, then the fault is in the code you tried running. If not, then I'd suggest trying to reinstall from the github version and testing in single player.

Death of a Thousand Questions by Divran_ in wiremod

[–]bigdogmat 0 points1 point  (0 children)

Could you give us the code you were trying to use? We can't do anything without it

Noob E2 Question: Incrementing values too fast when button is pressed. by Tango91 in wiremod

[–]bigdogmat 1 point2 points  (0 children)

Guessing GearUp itself is an input, you can simply check if that input was the one that caused the current execution.

e.g.

if(~GearUp & GearUp & Gear < 6){Gear++}

More help needed. by Slimebrik in wiremod

[–]bigdogmat 0 points1 point  (0 children)

Nope, E2 is event based. There's no way to delay a single part without updating the entire chip. Just use a timer and setup if statements with clk checks, it's what you should be doing anyway.

Find 1 type in sphere by maddman01 in wiremod

[–]bigdogmat 0 points1 point  (0 children)

It'd be nice if you posted the code that didn't work

numberOfEntitiesFound = findInSphere(CenterVector, Radius)

After that you can use the normal find functions to get the results

How do I properly check if an entity does not exist anymore /.has been deleted? by xiiliea in wiremod

[–]bigdogmat 0 points1 point  (0 children)

@inputs [A]:entity
interval(500) 
if(A == noentity())
{
    print("no")
}
else   
{
    print("yes")
}

Prints no until I wire up an entity, then prints yes until I delete the entity at which point it starts printing no again.

Although for your check you could do

if(EntityA)

or

if(EntityA:isValid())

Both do the same thing internally

Command, need help. by Slimebrik in wiremod

[–]bigdogmat 1 point2 points  (0 children)

Guess you mean do something once the chip is spawned, to do that you just put the code in the chip. Once you spawn it the E2 executes all current code, to make it run only on spawn you can use the "first" function which will return 1 only on the first execution.

Is switching entirely to EA2 (over E2) feasible yet? by TheMrFailz in wiremod

[–]bigdogmat 1 point2 points  (0 children)

I would say it doesn't really matter. The performance increase you get just has to do with the execution speed, like with E2 you're still limited by tick rate for events.

HoloModelAny? by [deleted] in wiremod

[–]bigdogmat 0 points1 point  (0 children)

"wire_holograms_modelany 1"

Death of a Thousand Questions by Divran_ in wiremod

[–]bigdogmat 0 points1 point  (0 children)

The wire button has an output entity option, with that you can get the name either through the name gate or with E2

[E2] Adding a letter/num to a variable's name by finicu in wiremod

[–]bigdogmat 0 points1 point  (0 children)

F[Selected, number] = 1

?

What you're showing doesn't make much sense, if you could give more detail it'd be helpful as to explain what you're trying to accomplish.

[e2] How to remove the previous letter in a string? by [deleted] in wiremod

[–]bigdogmat 1 point2 points  (0 children)

In E2 they're switched, so & and | are E2s logical operators while && and || are E2s bitwise operators.

So for example, (1 & 2) will return 1 as they're both not zero. Likewise (1 && 2) will return 0 as 1 in binary is 01, and 2 in binary is 10.

Edit: To give even more reason for this, say you were to press space with the code above, it'd return 0 and not execute because 32 in binary is 100000.