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GarrysMod/garrysmod/data/adv_duplicator/vehicles/Grumpy Jetpack/v1.1/info.md

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C&C Please
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Please Do Not Remove My Name From This Contraption, I Normally Do Not Release So If You Want More From Me, Give Credit Where Credit Is Due And Keep It "Grumpy's" Jetpack.
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<!-- Do Not Redistribute -->

GarrysMod/garrysmod/data/expression2/ACF&ACE/vehicles/armor/General-Purpose Armor Analyzer/info.md

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This E2 saves a lot of time and headache. It allows you to quickly scan something for weakness, ricochet tendencies, and vulnerabilities. It is useful for self-diagnostic; it only works on either your own things, or those which you have prop permissions on.
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It will output an image onto a digital screen in the set resolution, colored for clarity. Here is an example:
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see 4000_screenshots_2015-03-06_00021.jpg
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![image1](./4000_screenshots_2015-03-06_00021.jpg)
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The green areas are highly resistant--they manage to stop a round of the input penetration.
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Any orangishness or reddishness means it would not stop the round of the input penetration.

GarrysMod/garrysmod/data/expression2/ACF&ACE/vehicles/tanks/The LANBox ACF Tank Controls/info.md

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## Description
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see large_393.jpg
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![image1](large_393.jpg)
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One of the things we love most here at The LANBox is building tanks in GMod using Armored Combat Framework. Most of all we try to make them as realistic and easy to drive as possible. That's where this expression comes in. This plug and play chip will give you excellent and realistic control over your ACF tanks. Instructions and download after the break.
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First things first. This isn't a tut on building a tank in GMod, if you'd like some tips feel free to join us on The VehicleBox and nicely poke one of the admins/regulars for a few tips.
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With that done it's on to the juicy bits. The LANBox ACF Tank Controls expression is designed to work with either a dual-gearbox or dual-clutch gearbox configuration. If you want your tank to pivot you'll need to use a dual-gearbox configuration. If however you only require turning (like WW2 era tanks) then you can disable pivoting by setting the PivotSpeed variable to -1. Below is an example of a dual-gearbox configuration.
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see d6c70d_gm_carconstruct_b1-80001.jpg
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![image2](d6c70d_gm_carconstruct_b1-80001.jpg)
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If you have pivoting enabled you'll also need a speedometer placed at the location of your Z axis which is used to determine whether or not it is safe to pivot. Those not using pivot can ignore this input.
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GarrysMod/garrysmod/data/expression2/ACF&ACE/weapons/ACF Bulletometer/V1/info.md

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Here are some results from my testing of the chip;
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(
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see images
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<p float="left">
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<img src="./gm_flatgrass0007.jpg" width="700"/>
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<br/>
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<img src="./gm_flatgrass0008.jpg" height="450"/>
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<img src="./gm_flatgrass0009.jpg" height="450"/>
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</p>
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<!--
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![image1](./gm_flatgrass0007.jpg)
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![image1](./gm_flatgrass0008.jpg)
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![image1](./gm_flatgrass0009.jpg)
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-->
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The correction value was tuned on the 45 degree grouping. The prediction is never completely accurate for other angles but is usually within the circle of deviation.

GarrysMod/garrysmod/data/expression2/ACF&ACE/weapons/ACF Bulletometer/V2/info.md

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Here are some results from my testing of the chip:
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see images
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<p float="left">
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<img src="./gm_flatgrass0007.jpg" width="700"/>
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<br/>
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<img src="./gm_flatgrass0008.jpg" height="450"/>
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<img src="./gm_flatgrass0009.jpg" height="450"/>
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</p>
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<!--
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![image1](./gm_flatgrass0007.jpg)
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![image1](./gm_flatgrass0008.jpg)
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![image1](./gm_flatgrass0009.jpg)
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-->

GarrysMod/garrysmod/data/expression2/ACF&ACE/weapons/turrets/Multi Turret/info.md

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<!-- https://web.archive.org/web/20161204031438/https://www.youtube.com/watch?v=H6JpBL7ffCI
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Note: Auto doesn't want to work for some reason. I'd be great if someone told me how to make it work. -->
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![image1](./hqdefault.jpg)

GarrysMod/garrysmod/data/expression2/addons_E2/Particle Core/Custom bullet impact effect/info.md

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## Description
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*Requires E2 particle extension*
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Requires E2 particle extension
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![image1](./hqdefault.jpg)

GarrysMod/garrysmod/data/expression2/algorithm/Okei's Custom Pathfinder/info.md

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### Screenies
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I was too lazy to make a video, so i made some screenshots.
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see images
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<p float="left">
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<img src="./2012-04-17_00003.jpg" width="150"/>
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<img src="./2012-04-17_00005.jpg" width="150"/>
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</p>
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<!--
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![image1](./2012-04-17_00003.jpg)
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![image2](./2012-04-17_00005.jpg)
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-->

GarrysMod/garrysmod/data/expression2/algorithm/Technis A star PathFinder/info.md

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If I read correctly your uses Best Search First (F = H), the advantage of this system is that it is much faster, the disadvantage is that it doesn't guarantee the absolute shortest path possible. If you already have a F = H system in place it shouldn't be too hard to get an an A* system in place without changing much code. (Grab the 'G' from the last node and add the distance from that node onto it, then just add this number to H.)
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This image demonstrates the differences between the systems:
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see concave2.png
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![image1](./concave2.png)
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The blue line being A* and the red line being Best Search First.
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GarrysMod/garrysmod/data/expression2/animation/poser/Character Poser/info.md

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you can change the model but I made the joints to fit with the barney model as best i could
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Video:
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https://www.youtube.com/watch?v=iyf4BO7--S0
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[YouTube - hi](https://www.youtube.com/watch?v=iyf4BO7--S0)

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