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GarrysMod/garrysmod/data/adv_duplicator/vehicles/drones/HK-Drone V2.txt renamed to GarrysMod/garrysmod/data/adv_duplicator/machines/drones/HK-Drone V2.txt

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GarrysMod/garrysmod/data/adv_duplicator/vehicles/drones/info.md renamed to GarrysMod/garrysmod/data/adv_duplicator/machines/drones/info.md

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@@ -35,7 +35,7 @@ I made a new thread for the V2, for all of you that are tired of seeing the V1 t
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This is the HK-Drone V2 Release. I did not intend to release this one yet, so I have not added some of the commands to it that I want. Also, the Expression 2 is EXTREMELY messy and has not been optimized or cleaned up at all. Please do not flame about how horribly coded it is.
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https://www.youtube.com/watch?v=w78zQ1uqMkY
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[YouTube - Mike Dude's HK-Drone V2](https://www.youtube.com/watch?v=w78zQ1uqMkY)
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This version is controlled completely by chat commands. Listed below is a few of the commands:
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GarrysMod/garrysmod/data/adv_duplicator/vehicles/Grumpy Jetpack/v1.1/info.md

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@@ -83,6 +83,8 @@ this is V1.1 - to add - A boost power bar for limited boosting
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- Some extra sound effects and basic tweaks
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- Optimising and Cleaning up my code, made a mess of it but cbf fixing now. (normally i'm a very tidy coder but I did most of the code at ~4am )
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### Final Thoughts:
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Please download and enjoy, I'm releasing this only because I wish to share this little thing with you guys.
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C&C Please

GarrysMod/garrysmod/data/adv_duplicator/vehicles/Grumpy Jetpack/v2/info.md

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Open the e2 on the control board for a bit more info and to change the sensitiviy of the jetpack (a higher sensitivity value is less sensitve >_>)
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### Final Note:
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### Final Thoughts:
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<!-- Comments appreciated, plus somebody make me a video lol. -->
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GarrysMod/garrysmod/data/expression2/algorithm/Technis A star PathFinder/info.md

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### Re: Techni's A* PathFinder
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```
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```plaintext
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Quote Originally Posted by l3ulletje
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Very nicely done.
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```

GarrysMod/garrysmod/data/expression2/algorithm/artificial intelligence/AI Buggy Driver/info.md

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### Features:
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```
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```plaintext
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• Drives to its targets and kills them by running them over.
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• It will not turn around a target forever, instead it will get away and then come back straight onto it.
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• Has a speed limit during turns to avoid flipping over.

GarrysMod/garrysmod/data/expression2/algorithm/artificial intelligence/Tribbles/info.md

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### requirements:
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```
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```plaintext
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• wire extras, and prop core turned on.
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• wiremod
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• holo model any turned on.
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### Features:
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```
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```plaintext
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• tribbles will goto a tree, and take a piece of wood.
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• then they roll back to the mill and place it in the mills "stock pile".
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• it adjusts how many trees spawn based on the ammount of tribbles.
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**New features from V2(actually v6, but w/e)**
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```
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```plaintext
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• There is now 3 materials, wood, metal, and rocks.-
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`Quote: Make them collect metal too`
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GarrysMod/garrysmod/data/expression2/algorithm/artificial intelligence/bugz/info.md

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### what types are there?
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```
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```plaintext
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• Alphabug(red)(Aka:Leader bug, its the e2 chip)
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• Betabug(blue)(Aka:creeper joe, its the blue rectangular prism thing.)
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• Omegabug(s)(white/blue)
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### What do i need to use this?
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```
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```plaintext
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• Wiremod.
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• Wire extras.(for propcore)
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• Phx(for the models)
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```
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### Features?
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```
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```plaintext
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• ALpha bug will hop around, going who knows where
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• Betabug will stalk alpha, until he gets close enough to "make his way" with alpha.
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• A random # of baby bugs will be made.

GarrysMod/garrysmod/data/expression2/animation/Ragdoll animator/info.md

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### Chat commands:
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```
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```plaintext
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- !animation Name
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(Change animation name for watching or creation)
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GarrysMod/garrysmod/data/expression2/buildings/doors/UltiMultiDoor/info.md

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**Rekondo's answer:**
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If your door is square, you can just go to the bottom of the code and change the
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```plaintext
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E:setPos(BasePos+vec(0,0,Anim))
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```
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to
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```
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E:setPos(BasePos+vec(Anim,0,0)
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```plaintext
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E:setPos(BasePos+vec(Anim,0,0))
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```
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or
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```plaintext
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E:setPos(BasePos+vec(0,Anim,0))
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```
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If you want it to go down or to the other side just put a - in front of the Anim part
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If the door is not a perfect square, you have to tweak the
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```plaintext
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Top=E:nearestPoint(E:pos()+vec(0,0,1000))
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Bot=E:nearestPoint(E:pos()-vec(0,0,1000))
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L=Bot:distance(Top)

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