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Re: Garry's Mod - Snap-On Module Prototype 2

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Uploaded by on Jun 15, 2008

Made the hard-point a bit more compact and changed the positioning of the transferers to work with the new configuration. Having them on the side also gives more of an indication of whether the module panels are lined up right, as the transferers turn green when connected.

To make the "snap-on" capability I've had to edit the code for the wire nailer to allow it to unweld from things and then re-weld to other parts again. Once I get to a decent stage I'll upload the modified code.

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Science & Technology

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Uploader Comments (CrasHthe2nd)

  • and rofl i noticed the original having grabbers, my bad!

  • Yeh the original had grabbers, but I changed that once I managed to script the undoable nailer.

    I really should try and get some more done on this but it looks like I'm going to have to use the wire CPUs for it.

  • WELD LATCH.

  • Sigh. I shall explain once more. Once you weld latch an object to another, it is ALWAYS associated with those two props. You can de-activate it, but when you re-activate it again it still freezes the same original prop.

    By modifying the wire nailer so that it has an "undo" input, I can weld two close props together, use them as if they were attached, undo that attachment through wire, and then reattach it to a completely different prop with a button press without using any tools again.

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This video is a response to Garry's Mod - Snap-On Module Connection
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All Comments (20)

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  • @frequentgamer this is meant for latching this prop to any other

    you only need a simple weld latch for dropping bombs

  • oh thats epic

    You can use it for a bomb drop

  • lol this is good i remember when i got 2 turrets and welded them to the car and its was a zombie slaughter fest

  • why not use magnet tool xD

  • sum1 explain this to me!!!!

  • also grabbers work, and nakedcreep, he's talking about weld latch only able to connect to one prop at a time, with one control (unable to latch from one prop to another)

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