How to install wire gmod
For the one who hasn't touched wiremod, or isn't farmiliar with how it works. This guide assumes you know how to play Gmod, if you don't know how to build or play Sandbox, you are the cancer that's killing Gmod and should leave immediately. This item has been added to your Favorites. Created by. Skeleton Man Offline. Languages: English. Guide Index. Installing Wiremod. The Basics of Wiremod. Tools - Wire Physics.
Tools - Wire Tools. Tools - Wire Detection. Tools - Wire Beacon. Tools - Wire Display. Lesson 2 - Gates. There used to be a whole complicated system involving SVN's and zip files, but now you can just download Wiremod from the Workshop. Here is the link to the Workshop version of Wiremod. Install it and restart your Garry's Mod. Wiremod runs on a system of inputs and outputs that essentailly allow you to create a minature computer or machine that can perform a certain task you so design it to do.
Wiremod gives you much more control and ability to maniuplate your tools, provided you have the knowledge of how to use it. The above paragraph probably means Gibberish to you, so ill make it simple to start. With normal tools, you usually press a key on your keyboard to activate it. You can think of wiremod the same way, but you must place an input. In wiremod, a "1" means on, Active, or True, whereas a "0" means the opposite.
Therefore, to get a, for instance, Wire Turret to fire, it has to have an input of 1 on it. Do note, that in Wiremod's language, any value other than 0 will still activate the input that it is wired to. If your input has a value of and is wired to a turret, then activated, the turret will still fire. Press Q to open your Gmod menu. Navigate to the top right where the tabs are.
In addition to the normal "Tools", "Options", and "Utilities", there should be a new tab named "Wire". If this tab is not here, you dun goofed. There's going to be an assmaster load of tabs. Close all the tool tabs first so we can get an idea of what we'll be working with. The first thing you're going to want to do is spawn a Wire Turret from the "Wire - Physics" tab.
Adjust the settings however you like and spawn it anywhere you please. Ensure that the On value is at least 1 and the Off value is 0. Don't worry about the "Output Entity" checkbox on the Button, it is for more advanced users and won't effect how the button works directly. Once you have your desired Turret and form of input placed, we can introduce the tool you will use the most, the Wire Advanced tool, under "Wire - Tools".
A Few Tools Explained. Expression 2. From the creators of Wiremod: "Wiremod is a Garry's Mod add-on that allows users to wire up components in order to make more elaborate automatic and user-controlled contraptions. Wiremod is available on the Garry's Mod workshop by searching for "Wiremod".
Another way to get Wiremod is by downloading it from GitHub as a ". Make sure the name of the folder is "Wire" If not, you can rename it. Upon opening the Q menu, a section named "Wire" on the top right can be seen, there are plenty of tools to work with. Most of the tools allow you to spawn something like a Wire Button, Wire Turret, Wire Thruster, and connect them together.
There is only one tool to connect components together, it is called "Wire" and can be found in the category "Tools". The rule is simple: Wire everything that must be controlled to the things that control them. In this case the Thruster is controlled and the Button controls it. If an entity has multiple "Inputs" or "Outputs", you can scroll through them with the mouse wheel or right click. Also, keep in mind - one Button can control two Thrusters, but two Buttons cannot directly control one Thruster - you will simply not be able to wire it that way.
Screen - can show a number; Text Screen - can display text; Lamp - I think it is pretty self explanatory : ; Colorer - can change the color of props; Ranger - can tell you how far something is on its beam; Speedometer - tells the movement speed in "KPH" or "MPH" or "GMod Units"; Pod Controller - let's you get the buttons a player is pressing while in a vehicle, or lock the vehicle, or kick a person out etc. Freezer - lets you freeze a prop just like with a Physgun, but with wiremod.
Located in the "Chips, Gates" category are "Gates". These can help you make contraptions more automated using simple or complex math operations. For absolute beginners I recommend playing around with gates in the "Arithmetic" category.
Using the "Wire" tool, you can connect gates from or to other entities like Buttons, Turrets, Pod Controllers, Balloons etc. There is not much point in explaining how every gate works since best learning is practice, but I will give an example for how the "Add" gate from the "Arithmetic" category works. Spawn two Buttons and a Turret and wire them up! In this case the two Buttons will control the Gate and the Gate will control a Turret.
Congratulations, you have made a Turret that can be shot using one or the other Button! Maybe you want to be able to shoot a Turret from 1st and 2nd floor of your base?
That helps then! Keep in mind, no one stops you from connecting one gate to another! What if you wanted 16 Buttons to let you shoot one Turret?
Oh no, the "Add" Gate has only 8 inputs! The Wiremod Collection is available on the Steam Workshop! Go to the Workshop page and press Subscribe on the addons you want.
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