Jump to content

Tuck

Members
  • Content Count

    226
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Tuck

  1. Tuck

    you'll* Sorry I'm just here to be a grammar Nazi.
  2. Tuck

    DarkRP Name: Fryer Tuck Suggestion: Add Wiremod back Description of the idea: Add Wiremod back to the server How will it benefit the server: Wiremod gave the server alot of combustibility for users and more in depth for people to experiment and create on the server and could introduce more RP potential. This could also build upon already present RP enriching the moment with extra things like sensor lights, sound effects and many of the other things added by it.
  3. Tuck

    can we actually take this serious and leave constructive criticism please
  4. Tuck

    no one does, cause if you do you miss out on some free cheese
  5. I dunno where the app is, some where in the many drafts potentially but lets not derail this
  6. Tuck

    If any rules are to be put in place aswell, make it if they dont want to RP a trial they dont have to cause i can see people will try to force people in a sense to RP this and commit suicide but then have a sit caused they did kill themselves
  7. Tuck

    i put bbq sauce on fish (have done it since i was 5)
  8. Tuck

    i rick rolled me teacher today, are you proud of me?
  9. If Jimmy does do the whole automated event system for DarkRP this could be a really nice iteration with everyone being able to check when certain shit if going down and can cause pop spikes and encourage people to play
  10. Tuck

    so i can put your ip in a post?
  11. Tuck

    You have been doxxed by someone else, i know what your ip is. It was accidental of them but yeah i did have it
  12. Tuck

    I have a few hundred spare points so ill get some 20% codes to share CLUB-XUP4-2ZVM-ZCBP-57EK CLUB-6N4D-MXAX-UNWB-OFID CLUB-URYZ-4UMD-OAZM-BRPN Have fun with the free 20% off you scabs
  13. Tuck

    Spam @bat on the forums and on discord cause light mode is for the weak
  14. Tuck

    also tell me again, what is stronger light or dark? @bat
  15. Tuck

    i use sunglasses, even at night, i bet you cant see at night with sunnies cause you are the weak one
  16. Tuck

    you solved it too easily.....
  17. Tuck

    This is the same as the last one, winner gets 5 mil darkRP money as real money is worthless Hints: One value has a coefficient of 5, there is no constants and there is 3 terms
  18. Tuck

  19. Tuck

    A HTC hammy down phone from my mum (will die anywhere from 0-70% charge) also like 4 or so years old and was cheap when we bought it
  20. Tuck

    WireMod Guide by Fryer Tuck Basics: Inputs: This is what you put into your wire gates or tools. This is also used to calculate data and information so you can manipulate it to work for you. For instance if you input '8' into 'A' and '4' into 'B' on a greater than gate you will receive a positive result back (1) since A is larger but if swapped we will have a negative result (0) because 'B' is larger, to manipulate this you can have a ranger and set 'A' to the ranger distance output, whenever so whenever something passes it will trigger. Outputs: Outputs are the data which you manipulated or received. This data is what you use for a final result or foe another stepbrother manipulate data further. For instance with the example above, the ranger had a output of the distance, using this output we could determine when the range was less than 4 and determine if someone/something is interfering with the beam. Tools: Gates: Arithmetic: *Arithmetic gates on input and output numbers, strings do not work when using these gates* Absolute: Inputs: (A) Outputs: (A) Function: Make the input value 'A' a positive value Add: Inputs: (A, B, ..., H) Outputs: (A) Function: Adds all values from input together Average: Inputs: (A, B, ..., H) Outputs: (A) Function: Averages all the values inputted into the gate Ceiling: Inputs: (A) Outputs: (A) Function: Rounds up the input value to 0 decimal places e.g. 1.25 will equal 2 Divide: Inputs: (A, B) Outputs: (A) Function: Divides value 'A' by value 'B' Floor: Inputs: (A) Outputs: (A) Function: Rounds down the input value to 0 decimal places e.g. 1.25 will equal 1 Increment: Inputs: (A, Clk, Reset) Outputs: (A) Function: The 'A' value is the amount which the output will increase by, the 'Clk' triggers the increment (Triggered by a changing value), and the 'Reset' will reset the gate to '0' when triggered (Triggered by a changing value) Increment/Decrement: Inputs: (A, Increment, Decrement, Reset) Outputs: (A) Function: The 'A' value is the amount which the output will change by, the 'Increment' act as a clk, and increases the value when triggered, the 'Decrement' act as a clk, and decreases the value when triggered, and the 'Reset' will reset the gate to '0' when triggered (Triggered by a changing value) Inverse: Inputs: (A) Outputs: (A) Function: Divides '1' by 'A' E.g. A=5, 1/5 = 0.2 Multiply: Inputs: (A, B, ..., H) Outputs: (A) Function: Multiplies all values together Negate: Inputs: (A) Outputs: (A) Function: Make the input negative, e.g 1 = -1 Percent: Inputs: (Value, Max) Outputs: (A) Function: You add a value to the gate, and add the max amount, this then calculates the percentage, e.g Value = 13 Max= 100, output = 13% Round: Inputs: (A) Outputs: (A) Function: Round 'A' to closet whole number Random: Inputs: (A, B) Outputs: (A) Function: continuously generates random numbers between value 'A' and 'B' Square: Inputs: (A) Outputs: (A) Function: Squares the input number Subtract: Inputs: (A, B) Outputs: (A) Function: Subtracts 'B' from 'A' Vector: *Vectors are written in the form of (X,Y,Z), if a input or output says '[vector]' beside it, it requires the value to be in the form of (X,Y,Z) other wise it will not accept the input or output* Addition: Inputs: (A, B, ..., H) Outputs: (A) Function: Add two vectors together e.g. (1,2,3) + (4,5,6) = (5,7,9) Compose: Inputs: (X, Y, Z) Outputs: (Out) Function: This makes all the values you input into a vector value, e.g. x=1, y=2, z=3 = (1,2,3) Decompose: Inputs: (A) Outputs: (X, Y, Z) Function: This make your vector value into 3 different values D-Latch: Inputs: (In, Clk) Outputs: (Out) Function: When the 'Clk' Value changes it will hold the value 'In' value till the click changes again, latching the value Division: Inputs: (A [vector], B) Outputs: (A) Function: Divides Vector 'A' by 'B' Equal: Inputs: (A, B) Outputs: (0 or 1) Function: If two vectors are the same it outputs 1 Greater Than: Inputs: Inputs: (A, B) Outputs: (A) Function: If vector 'A' is greater than vector 'B' it outputs 1 Greater Than or Equal to: Inputs: (A, B) Outputs: (A) Function: If vector 'A' is greater than or equal vector 'B' it outputs 1 Latch: Inputs: Inputs: (In, Clk) Outputs: (Out) Function: When the 'Clk' Value changes it will hold the value 'In' value till the click changes again, latching the value Less Than: Inputs: (A, B) Outputs: (A) Function: If vector 'A' is less than vector 'B' it outputs 1 Less Than or Equal to: Inputs: (A, B) Outputs: (A) Function: If vector 'A' is less than or equal vector 'B' it outputs 1 Multiplication: Inputs: (A, B) Outputs: (A) Function: Multiplies two vectors together Negate: Inputs: (A) Outputs: (Out) Function: Make the input value negative Normalise: Inputs: (In) Outputs: (Out) Function: Make all parts of the vector either 1 or 0, any number above greater than or equal to 157 turns into one, and below 157 turn into a 0 Not Equal: Inputs: (A. B) Outputs: (Out) Function: If two vectors are not equal it will output 1, otherwise 0 Positive: Inputs: (A) Outputs: (A) Function: Make all values within the vector positive by removing all negative signs Random: Inputs: (N/A) Outputs: (A) Function: Generates a random vector with numbers between 0 and 1 Round: Inputs: (A) Outputs: (A Function: Removes all decimal places and rounds to closest round number Select: Inputs: (Choice, A, B, ..., C) Outputs: (A Function: This gives you the ability to choose between 8 different vector values, the 'Choice' is what determines what vector is chosen. Shift Components Left: Inputs: (A) Outputs: (Out) Function: Moves all vector values to the left, e.g. (1,2,3) becomes (2,3,1) Shift Components Right: Inputs: (A) Outputs: (Out) Function: Moves all vector values to the left, e.g. (1,2,3) becomes (3,1,2) Subtraction: Inputs: (A, B) Outputs: (Out) Function: Subtracts one vector from another To string: Inputs: (A) Outputs: (Out) Function: This turns the vector into a string e.g. (1,2,3) turns into '1,2,3' in text form Comparison: *Comparison gates only input and output numbers (0 or 1), strings do not work when using these gates* Greater Than: Inputs: (A, B) Outputs: (0 or 1) Function: When value 'A' is larger than value 'B' it outputs 1, otherwise 0 Greater or Equal: Inputs: (A, B) Outputs: (0 or 1) Function: When value 'A' is larger than or equal to value 'B' it outputs 1, otherwise 0 Equal: Inputs: (A, B) Outputs: (0 or 1) Function: When value 'A' is equal to value 'B' it outputs 1, otherwise 0 Less or Equal: Inputs: (A, B) Outputs: (0 or 1) Function:When value 'A' is less than value 'B' it outputs 1, otherwise 0 Less Than: Inputs: (A, B) Outputs: (0 or 1) Function: When value 'A' is less than or equal to value 'B' it outputs 1, otherwise 0 Is in Range (Exclusive): Inputs: (Min, Value, Max) Outputs: (0 or 1) Function: When the input 'value' is NOT between the min or max values the output is 1, other wise 0 Is in Range (Inclusive): Inputs: (Min, Value, Max) Outputs: (0 or 1) Function: When the input 'value' IS between the min or max values the out putis 1, other wise 0 Time: *These gates do not accept strings, vectors, etc..., only numbers* Accumulator: Inputs: (A, Hold, Reset) Outputs: (Out) Function: When 'A' is above one the amount increases, but when 'Hold' is above one it stops accumulating, the 'Reset' set the gate back to 0 when triggered Delay: Inputs: (Clk, Delay, Hold, Reset) Outputs: (Out, Time Elapsed, Remaining) Function: This gates when triggered will wait 'x' amount of time ('delay') before it starts counting up like a timer for 'x' amount of time ('hold') before resetting. Monostable Timer: Inputs: (Run, Time, Reset) Outputs: (Out) Function: This timer when activated will equal 1 till it reaches the value of 'time' then it resets, the 'Reset' set the gate back to 0 when triggered OS Date: Inputs: (N/A) Outputs: (Out) Function: This ticks up one number per day that passes OS Time: Inputs: (N/A) Outputs: (Out) Function: This ticks up on number per second that passes Saw Pulse: Inputs: (Run, Reset, Slope Raise Time, Pulse Time, Slope Descend Time, Gap Time, Min, Max) Outputs: (Out) Function: The 'min' and 'max' are the smallest and largest values which can be seen, the 'Slope Raise Time' is how long it takes for the saw pulse to reach the 'Max', the 'Slope Descend Time' is how long it takes to go down, the 'Gap Time' is how long in-between each pulse, and the 'Pulse Time' is how long it say activated for. Smother: Inputs: (A, Rate) Outputs: (Out) Function: The 'A' input is the target number which the gate increments or decrements towards, whilst the 'Rate' being how fast it does so Square Pulse: Inputs: (Run, Reset, Pulse Time, Gap Time, Min, Max) Outputs: (Out) Function: The 'min' is that starting value and the 'max' is the ending value, the Square Pulse statically switches between them, with the pulse time being how long it stays at the 'max' value and the gap time being how long it stays at the 'min' value. Timer: Inputs: (Run, Reset) Outputs: (Out) Function: When the 'run' input is active it counts up, when the 'Reset' gate is active it goes back to '0' Entity: *Entities are from props and/or other wire tools which output the entities of players* AimDirection: Inputs: (Ent) Outputs: (Out) Function: This gate outputs the direction which someone is facing between (-1,-1,-1) and (1,1,1) AimEnity: Inputs: (Ent) Outputs: (String) Function: This gate outputs what entity is being looked at by the input entity AimNormal: Inputs: (Ent) Outputs: (Out) Function: Same as direction AimPosition: Inputs: (Ent) Outputs: (Vector) Function: Displays the location of what the entity is looking at Angle: Inputs: (Ent) Outputs: (Out) Function: Displays the angle the entity is oriented Bearing: Inputs: (Ent, Position) Outputs: (Ent) Function: Displays the bearing of which a player is located Direction: Inputs: (Ent) Outputs: (Forward, Right, Up) Function: Displays where someone is looking on each axis Colour: Inputs: (Ent) Outputs: (Out) Function: Displays the colour of the input entity Elevation: Inputs: (Ent, Position) Outputs: (Out) Function: Displays the elevation of the entity EntityID: Inputs: (A) Outputs: (Out) Function: Shows the identity of a entity Equal: Inputs: (A, B) Outputs: (1 or 0) Function: Equals 1 if two entity ID are the same, otherwise 0 Inequal: Inputs: (A, B) Outputs: (1 or 0) Function: Equals 1 if two entity ID's are not the same, otherwise 0 Health: Inputs: (Ent) Outputs: (Out) Function: Shows the health of a entity ID to entity: Inputs: (A) Outputs: (Ent) Function: Converts a number into a entity Is on ground: Inputs: (Ent) Outputs: (1 or 0)Function: Tells if a entity is on the ground by outputting 1, or 0 if not on the ground Is Player: Inputs: (Ent) Outputs: (1 or 0) Function: Tells if a entity is a player by outputting 1, or 0 Position: Inputs: (Ent) Outputs: (Out) Function: Shows the position of a entity Material: Inputs: (Ent) Outputs: (Out) Function: Shows the material of a entity Model: Inputs: (Ent) Outputs: (Out) Function: Shows the model of a entity Name: Inputs: (Ent) Outputs: (Out) Function: Shows the name of a entity/player Owner: Inputs: (Ent) Outputs: (Out) Function: Shows the owner of a entity Radius: Inputs: (Ent) Outputs: (Out) Function: Shows the radius of which a entity takes up Select: Inputs: (Choice, A, B, ..., H) Outputs: (Ent) Function: This gives you the ability to choose between 8 different entities, the 'Choice' is what determines what vector is chosen. SteamID: Inputs: (Ent) Outputs: (Out) Function: Shows the steam ID of a player Time connected: Inputs: (Ent) Outputs: (Out) Function: Shows how long someone has been connected to the server Selection: *These are used to chose a output from a variety of different outputs* 7 segment decoder: Inputs: (A, Clear) Outputs: (A, B, .., G) Function: This is used in combination with a 7 segment display, when you input a number to 'A' (0-9) it will display them in a 7 segment fashion, when Clear is triggered it clears the display (To setup the outputs to the display, order them A= top middle, B = top right, C = bottom right, D = bottom middle, E = bottom let, F = top left, G = middle If then else: Inputs: (A, B, C) Outputs: (Out) Function: If the value of 'A' is triggered, the output is 'B' otherwise 'C' Maximum (largest): Inputs: (A, B, ..., H) Outputs: (Out) Function: Out of all the inputs if finds the largest one and outputs it Minimum (smallest): Inputs: (A, B, ..., H) Outputs: (Out) Function:Out of all the inputs if finds the smallest one and outputs it Router: Inputs: (Path, Data) Outputs: (A, B, ..., H) Function: The router transfers data into different segments, the 'Data' input is transferred to one of the 8 outputs, the 'Path' is chosen by a number 1-8. e.g. if 'Path' = 4 and 'Data' = 3, the data will be transferred to D, making the output D = 3 Select (Choice): Inputs: (Choice, A, B, ..., H) Outputs: (Out) Function: This gives you the ability to choose between 8 different numbers, the 'Choice' is what determines what vector is chosen. Time/Date decoder: Inputs: (Time, Date) Outputs: (Hours, Minutes, Seconds, Days, Year) Function: This is used if you want to find the year, day of the year, or the time Value Range: Inputs: (Min, Max, Value) Outputs: (Out) Function: This is used the same way as a range gate, the value in between the 'min' and 'max' is left untouched, but if the value is below the 'min' is equals the 'min' and if above the 'max' it equals the 'max' Other useful tools: Ranger: Inputs: (N/A) Outputs (Distance, Position, Velocity, Angle, Colour, SteamID, Entity+Entity ID) Functions: Distance: The distance on a ranger is very useful and has many functions, this can be used to determine when something goes past and interferes with the beam, or when a door gets opened or closed. These are typically used to set of alarm setups and tell when someone is in a base. Steam ID: Steam ID can be used to perform a function when someone of a matching steam ID walks the ranger, this could be open a door or make a noise, etc... Entity + Entity ID: This is used for many things to do with entity gates, like the name of someone, their health and many more things Others: The other outputs are not really useful but can serve a purpose like seeing something colour, how fast they're moving and where, and there position and angle. User: Inputs: (N/A) Outputs: (Fire) Functions: These are one of the most popular wire tools as they are needed when making a wire gun store, these users interact with what ever they are pointing at when they are triggered. Constant Value: Inputs: (N/A) Outputs: (Numbers, Strings, Vectors, etc...) Functions: As their name probably suggest these have a constant value and are used typically in comparison gates and when measuring something or setting a *standard* for something, these can be used for a cycling text screen, by controlling the timing and the strings produced. These are the most importance wire utensil as they are required on nearly every wire project. Button: Inputs: (Set) Outputs: (Out, Entity ID) Functions: These are used to *trigger* a lot of contraptions, the 'out' output, outputs 1 of 2 numbers, when placing the button you have 2 values, these are you on and off values. Text Screen: Inputs: (String, Font, FGColour, BGColour) Outputs: (N/A) Functions: These are used to display messages, the 'string' input is what message is displayed, the 'font' is self explanatory, the 'FGColour' is the font colour, and the 'BGColour' is the background colour Screen: Inputs: (A, B) Outputs: (N/A) Functions: The screen before placing has a few options, these options are not inputs or outputs. The first option being if you want one or two values displayed, the second on being if you have a single value the font is larger, the left alignment being that is aligned on the left side, the floor screen value removes all decimals from the screen, and the others are not really necessary. The Text A and Text B are what you want to call your values, and the flat to surface option makes your screen the same orientation as the prop you putting it on (a necessary). Lights: Inputs: (Red, Green, Blue, RGB, Glow Brightness, Glow Size) Outputs: (N/A) Functions: These lights have a lot more potential compared to normal lights, you have the ability to change the lights with a button, or make them automatically cycle through the spectrum. You can also make sensor lights using these (shown below how to do so). Colour Indicator: Inputs: (A) Outputs: (N/A) Functions: These can be used to indicate something when triggered by changing colours, this prop changes back when it is no longer triggered. Trigger: Inputs: (N/A) Outputs: (Entity Count, Entities) Functions: The trigger is used like a sensor, detecting if/how many entities are near by, there is a drop down box when placing these in you inventory, this box allows you to make it only sense players, making it perfect for sensor lights and/or any other sensor actions you may want to build. Money Pot: Inputs: (Spawn All, Spawn Amount) Outputs: (Stored Amount, Last Amount, Updated) Functions: These are used to trigger auto gun stores and other store functions mainly and trigger when a certain *requirement* is meet Sound Emitter: Inputs: (A, Toggle, Volume, Play, Stop, PitchRelative, Sample, SampleName) Outputs: (Duration, Property Sound, Properties, Memory) Functions: As you would expect this emits a sound, you choose this sound by either equipping the tool the right clicking, or when in your inventory, you press 'open sound browser', when you wire something to 'A' on this, the sound will play when triggered until the trigger stops, e.g. if you have a 1.5 second sound, and a triggers which last 1 second, the sound will play for 1 second Keypad Doors: Inputs: (N/A) Outputs: (Granted, Denied) Functions: Apart from being a normal fading door, you can see when you fading doors are triggered, access granted or denied Friends List: Inputs: (Check Entity, check SteamID, Check Entity ID) Outputs: (Checked, Friends, Amount Connected, Amount Total) Functions: This could be used to detected when a friend in passing through a ranger, or can be used on security systems, white listing players added to this tool. Extra: To change the model of a certain wire tool to look like another prop simply write 'wire_(tool)_model (model name)' e.g. wire_light_model models/hunter/plates/plate.mdl To obtain the model name of what you want open your inventory and right click the prop you want it to look like and press 'copy to clipboard'. WireMod creations to build and how: Gun store: Requirements: - User (facing shipment location) - Money Pot - Equal to (comparison gate) - Constant value (set weapon prices before placing) - Extra - Seconds user (facing money pot) Setup: - Make somewhere for your shipment to sit keeping in mind where the weapon drops - Place down all the required wire required, keep close to where you shipment is for ease of use and for when editing (make sure the users are facing the shipment location and the beam will touch the shipment, same goes for the money pot Wire: - Equal to: - Wire 'A' to 'Stored amount' on the money pot - Wore 'B' to weapon price on constant value - User: - Wire 'Fire' on the user (1 & 2) to the 'Equal to' gate Sensor light: Requirements: - Trigger - Select (Vector gate) - Constant Value (Values, (1), (0,0,0), (x,y,z) - colour of your choice, RBG) - Add - Wire Light - Greater then or equal (comparison gate) Setup: - Place light down where you want it to be (custom model if you want, see above) - Place trigger down (keep in mid the size is the area which will trigger the light, also tick the box to 'All Triggers Visible", my recommended size is 300,300,300) - Place down the rest of the wire requirements (nearby is recommended) Wire: - On the Greater or Equal gates, wire 'A' to 'Entity Count' on the Trigger, and 'B' to '1' on the constant value. - Wire 'A' in the add gate to 'Out' on the equal gate, and 'B' to '1' on the constant value. - Wire 'Choice' on the select gate to 'Out' on the add gate - Wire 'A' on your select to your first colour, this will be your colour when you are away from your light - Wire 'B' on your select to your second colour, this will be your colour when you are away from your light Text screen (with text cycle feature): Requirements: - Text Screen - Constant values (include your strings, and how many strings as a value, e.g. 2 strings, add 2 at end, also add how long you want your message to last, also include 1) - Increment - Pulser - Greater Then - Extra - Wire Button (values 1 and 0, toggle) Setup: - Place down your text screen, and the corresponding wire where ever you want, as always being closer is just easier Wire: - Wire 'String' on the text screen to the select gate - Wire 'A to H' or as many as you want, strings on your select gate, you can have up to 8 different strings - Wire 'Choice' on your select gate to the increment 'Out' - Wire 'A' on the increment gate to '1' on the constant value - Wire 'Clk' on your increment to the pulser out - Wire 'Reset' on your increment gate to the greater then gate 'Out' - Wire 'A' on your greater then to increment 'Out' - Wire 'B' on your greater then to the number on your constant value matching the amount of strings you want, e.g. 3 strings = 3 - Wire 'Tick Time' on your pulser gate to how long you want your message to be displayed, e.g. 1 second = 1, 2 second = 2 - Wire 'Run' to either '1' on your constant value, or a toggle wire button Health and name reader: Requirements: - Ranger (With the 'Ent. Id' box ticked) - Health gate - Name Gate - Screen (Title 'Health') - Text Screen - Setup: - Place the ranger where the person will be standing when you want there health/name read - Place the Screen and Text screen where you want to see the information - Place the rest of the wire where ever you please, keep in mind having it closer to your other wire tools will be easier to edit Wire: - Wire 'Ent. ID' from your ranger to your health gate - Wire 'Ent. ID' to your ranger to your name gate - Wire 'A' from your screen to you health gate 'Out' - Wire 'String' from your screen to the name gate 'Out' Security System: Requirements: - Trigger: - Friends list - Ranger (with Ent ID) - 2 x If then else - Keypad - Delay - Constant Value (how long you want your 'safe zone' period to be +4, e.g. 1 second = 5 seconds, 2 seconds = 6 seconds ..., also add 1 and 0) - - Light: - Increment - Delay - Add - Select (Vector) - Greater then - Light - Constant Value (with how fast you want your light to pulse, and for how long when triggered,) - Friend List - Ranger (with Ent ID) - 2 x IF then else - Keypad - Pulser - 2x Delay - Select (Vector) - Constant value - Increment - Greater then - Add Setup: - Trigger: - Setup your fading door and place the wire somewhere where you can access it to wire it (each time you place the dupe you will need to rewire the keypad) - Light: - Place the lights and the wire somewhere where you want it to be (i recommend keeping the trigger wire in one group, and having the light in another group nearby) Wire: - Trigger: - Wire 'Check Entity' from the Friends List tool to the 'Entity' output from your ranger - Wire 'Clk' from your delay gate to 'Checked' on your Friends List tool - Wire 'Hold' to your constant value with how long your save time is (if below 4 seconds alarm will always go off, i recommend 6 seconds, allows for you to have 2 seconds to open the door) - Wire 'A' on your if then else gate to the 'Out' from your Delay gate, - Wire 'B' on your if then else gate to '0' on your and 'C' to '1' - Wire 'A' on your second if then else gate to 'Granted' on your keypad (this will need to be done every time you place your dupe, i recommend making this gate easily accessible, and maybe changing its colour) - Wire 'B' on your second if then else to 'Out' on your first if then else gate - Wire 'C' on your second if then else to '0' - Light: - Wire 'Clk' on your delay to the 'Out' on your second if then else gate - Wire 'Hold' on your delay gate to how long you want your alarm to last - Wire 'Run' on your pulser to 'Out' on your delay - Wire 'TickTime' on your pulser to how fast you want you light to flash - Wire 'A' on your increment gate to '1' - Wire 'Clk' on your increment gate to 'Out' on your pulser - Wire 'Reset' on your increment to 'Out' on your greater then gate - Wire 'A' on your greater then gate to 'Out' on your increment gate - Wire 'B' on your greater then gate to '2' - Wire 'Choice' on your select gate to 'Out' on your increment gate - Wire 'A' on your select gate to your first colour (this will be active always until the alarm is off, i use 0,0,0 so the light is off unless being raided) - Wire 'B' on your select gate to your second colour (this flashes when the alarm is triggered, i use 255,0,0) Budget mini gun store: Requirements: - User - Keypad - Random prop (this is due to keypads requiring a block) Setup: - Place you user facing your shipment location Wire: - Wire 'granted' from the keypad to 'fire' on the user This post will be a constant work in progress and over time will develop, I plan on potentially making some YouTube videos to show how to build some wire contraptions down the road. Also is you feel there is something missing or incorrect in this post feel free to comment and I'll look around to adding/fixing it.
  21. Tuck

    @bat pls unlock my wiremod guide so i can bump it, also why is it locked
  22. Tuck

    bump
  23. Tuck

    just wanna come by and make sure that everyone is saying congrats @Echo
×