Custome2

Keyboard Presses

 * {|style="background:#E6E6FA"

!width="150" align="left"|Function !width="60" align="left"|Returns !width="1000" align="left"|Description
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * E:keyW
 * N
 * Returns 1 if E is pressing W
 * E:keyA
 * N
 * Returns 1 if E is pressing A
 * E:keyS
 * N
 * Returns 1 if E is pressing S
 * E:keyD
 * N
 * Returns 1 if E is pressing D
 * E:keySpace
 * N
 * Returns 1 if E is pressing Space
 * E:keyR
 * N
 * Returns 1 if E is pressing R
 * E:keyCtrl
 * N
 * Returns 1 if E is pressing Control
 * E:keyMouse1
 * N
 * Returns 1 if E is pressing Mouse1
 * E:keyMouse2
 * N
 * Returns 1 if E is pressing Mouse2
 * E:keyAlt
 * N
 * Returns 1 if E is pressing Alt
 * E:keyShift
 * N
 * Returns 1 if E is pressing Shift
 * E:keyE
 * N
 * Returns 1 if E is pressing E
 * E:keyG
 * N
 * Returns 1 if E is pressing Zoom
 * E:keyAlt1
 * N
 * Returns 1 if E is pressing Alt1
 * E:keyAlt2
 * N
 * Returns 1 if E is pressing Alt2
 * E:keyLeft
 * N
 * Returns 1 if E is pressing Left
 * E:keyRight
 * N
 * Returns 1 if E is pressing Right
 * E:keyTab
 * N
 * Returns 1 if E is pressing Tab
 * E:keyRun
 * N
 * Returns 1 if E is pressing Run
 * E:keyCancel
 * N
 * Returns 1 if E is pressing Cancel
 * E:keyBullrush
 * N
 * Returns 1 if E is pressing Bullrush lolwut
 * E:keyWeapon1
 * N
 * Returns 1 if E is pressing Weapon1
 * E:keyWeapon2
 * N
 * Returns 1 if E is pressing Weapon2
 * E:heldWeapon
 * E
 * Returns the weapon entity held by E
 * }
 * E:keyTab
 * N
 * Returns 1 if E is pressing Tab
 * E:keyRun
 * N
 * Returns 1 if E is pressing Run
 * E:keyCancel
 * N
 * Returns 1 if E is pressing Cancel
 * E:keyBullrush
 * N
 * Returns 1 if E is pressing Bullrush lolwut
 * E:keyWeapon1
 * N
 * Returns 1 if E is pressing Weapon1
 * E:keyWeapon2
 * N
 * Returns 1 if E is pressing Weapon2
 * E:heldWeapon
 * E
 * Returns the weapon entity held by E
 * }
 * N
 * Returns 1 if E is pressing Weapon2
 * E:heldWeapon
 * E
 * Returns the weapon entity held by E
 * }
 * }

The constraints Section here was deleted for being a lame copycat of the one below.

Entity Adjustments

 * {|style="background:#E6E6FA"

!width="150" align="left"|Function !width="60" align="left"|Returns !width="1000" align="left"|Description
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * E:setScale(V)
 * Sets the visual (NOT COLLISION) scale of E to V [(3,3,3) would make it 3x larger]
 * E:explode
 * ENT GO BOOM
 * E:setCollisionGroup(N)
 * Set's the collision group of E to N.(Collision Groups)
 * E:print(S)
 * N
 * Prints S to the screen of E in chat format.
 * E:uniqueID
 * N
 * Returns the unique ID of E.
 * E:setBloodColor(N)
 * E:hudBox(S,Nx,Ny,Nz,V1,V)
 * Creates a small box filled with S on E's screen, at (Nx,Ny), with V1 background color, and V2 text color. I forget what Nz does.
 * E:hudText(S,Nx,Ny,V)
 * Creates disembodied text on the screen of player E, with coordinates (Nx,Ny), and color V.
 * }
 * E:uniqueID
 * N
 * Returns the unique ID of E.
 * E:setBloodColor(N)
 * E:hudBox(S,Nx,Ny,Nz,V1,V)
 * Creates a small box filled with S on E's screen, at (Nx,Ny), with V1 background color, and V2 text color. I forget what Nz does.
 * E:hudText(S,Nx,Ny,V)
 * Creates disembodied text on the screen of player E, with coordinates (Nx,Ny), and color V.
 * }
 * Creates a small box filled with S on E's screen, at (Nx,Ny), with V1 background color, and V2 text color. I forget what Nz does.
 * E:hudText(S,Nx,Ny,V)
 * Creates disembodied text on the screen of player E, with coordinates (Nx,Ny), and color V.
 * }
 * Creates disembodied text on the screen of player E, with coordinates (Nx,Ny), and color V.
 * }
 * }

File Reading Functions

 * {|style="background:#E6E6FA"

!width="150" align="left"|Function !width="60" align="left"|Returns !width="1000" align="left"|Description
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * fileReadString(S)
 * S
 * Returns the string stored serverside at S
 * fileReadArray(S)
 * R
 * Returns the array stored serverside at S
 * fileReadTable(S)
 * T
 * Returns the table stored serverside at S
 * fileWriteString(S,S2)
 * Writes the string S2 to a serverside file at S
 * fileWriteArray(S,R)
 * Writes the array R to a serverside file at S
 * fileWriteTable(S,T)
 * Writes the table T to a serverside file at S
 * fileList(S)
 * R
 * Returns an array of all filenames in directory S
 * fileDelete(S)
 * Deletes the file stored serverside at S
 * }
 * fileWriteTable(S,T)
 * Writes the table T to a serverside file at S
 * fileList(S)
 * R
 * Returns an array of all filenames in directory S
 * fileDelete(S)
 * Deletes the file stored serverside at S
 * }
 * fileDelete(S)
 * Deletes the file stored serverside at S
 * }
 * Deletes the file stored serverside at S
 * }

Prop Core (heavily modified)

 * {|style="background:#E6E6FA"

!width="150" align="left"|Function !width="60" align="left"|Returns !width="1000" align="left"|Description
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * propSpawn(S,V,A)
 * E
 * Spawns and returns a prop_physics with S modle, at V and A. [V & A optional]
 * E:propDelete
 * Removes the prop (careful)
 * E:propFreeze(N)
 * Freezes E, like the physgun
 * E:propNotSolid(N)
 * See setNotSolid
 * E:reposition(V)
 * S
 * Teleports E to V
 * E:reposition2(V)
 * S
 * Teleports E to V *differently*
 * E:forceReposition(V)
 * Ignores validity checking
 * E:forceReangle(A)
 * Ignores validity checking
 * E:reangle(A)
 * Teleports E so it is angled A
 * E:rerotate(A)
 * Alias of reangle
 * E:parent
 * E
 * Returns the parent of E
 * E:parentTo(E2)
 * Parents E to E2
 * E:forceParentTo(E)
 * Disregards validity checking
 * E:setOwnerless
 * Makes E ownerless, according to SimplePropProtection
 * hookUse(N)
 * Makes the chip "Use"able. Only needs to be called once
 * inUseBy
 * E
 * Returns the entity who is using the chip
 * inUse
 * N
 * Returns 1 if the chip is being used
 * entitySpawn(S,S2,V)
 * E
 * Spawns an entity with class S, model &lt;model, at V
 * entitySpawn(S,S2,V,A)
 * E
 * Spawns an entity with class S, model &lt;model, at V and A
 * effectSpawn(S,V)
 * E
 * Spawns the effect S at location V probably.
 * effectSpawn(S,V,V2)
 * E
 * Spawns an effect S at location V, with the destination V2 probably.
 * effectSpawn(S,V,V2,E)
 * E
 * Spawns an effect S at location V, with the destination V2, attached to E probably.
 * effectSpawn(S,V,V2,E,N,N2,N3)
 * E
 * Spawns an effect S at location V, with the destination V2, attached to E, with N radius, N2 scale, and N3 magnitude, probably.
 * }
 * Makes the chip "Use"able. Only needs to be called once
 * inUseBy
 * E
 * Returns the entity who is using the chip
 * inUse
 * N
 * Returns 1 if the chip is being used
 * entitySpawn(S,S2,V)
 * E
 * Spawns an entity with class S, model &lt;model, at V
 * entitySpawn(S,S2,V,A)
 * E
 * Spawns an entity with class S, model &lt;model, at V and A
 * effectSpawn(S,V)
 * E
 * Spawns the effect S at location V probably.
 * effectSpawn(S,V,V2)
 * E
 * Spawns an effect S at location V, with the destination V2 probably.
 * effectSpawn(S,V,V2,E)
 * E
 * Spawns an effect S at location V, with the destination V2, attached to E probably.
 * effectSpawn(S,V,V2,E,N,N2,N3)
 * E
 * Spawns an effect S at location V, with the destination V2, attached to E, with N radius, N2 scale, and N3 magnitude, probably.
 * }
 * effectSpawn(S,V,V2,E)
 * E
 * Spawns an effect S at location V, with the destination V2, attached to E probably.
 * effectSpawn(S,V,V2,E,N,N2,N3)
 * E
 * Spawns an effect S at location V, with the destination V2, attached to E, with N radius, N2 scale, and N3 magnitude, probably.
 * }
 * Spawns an effect S at location V, with the destination V2, attached to E, with N radius, N2 scale, and N3 magnitude, probably.
 * }

Constraints

 * {|style="background:#E6E6FA"

!width="150" align="left"|Function !width="60" align="left"|Returns !width="1000" align="left"|Description
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * bgcolor="SteelBlue"|
 * E:getConstraints2
 * R
 * Like getConstraints, returns an array of all entities in E's constraint system, including E
 * E:getAllWelds
 * R
 * A more expensive version of getConstraints, attempts to find all entities that are connected via welds to E
 * E:constraintBreakAll
 * Breaks EVERY CONSTRAINT on E
 * axis(E,V,E2,V2)
 * Creates an axis between E and E2 at vector positions local to each ent.
 * axis(E,V,E2,V2,N)
 * Creates an axis between E and E2 at vector positions local to each ent, with N friction.
 * ballsocket(E,V,E2)
 * Creates a ballsocket between E and E2 at V, which is local to E
 * winch(N,E,V,E2,V2,N2)
 * Makes a winch constraint (stored at index N) between E and E2, at vectors local to their respective ents, with N2 width.
 * hydraulic(N,E,V,E2,V2,N2)
 * Makes a hydraulic constraint (stored at index N) between E and E2, at vectors local to their respective ents, with N2 width.
 * E:setHydraulic(N,N2)
 * Sets a hydraulic/winch stored at index N inside E (the first entity) to be N2 long.
 * E:noCollide(E2)
 * Nocollides E to E2
 * E:noCollide(R)
 * Nocollides E to every entity in R
 * R:noCollideTogether
 * Nocollides every entity in R to eachother (EXPENSIVE)
 * E:noCollideAll(N)
 * Nocollides E to entities/players, just like Right Click of No-Collide Stool
 * rope(E,V,E2,V2)
 * Creates a rope between E and E2 at vector positions local to each ent.
 * rope(E,V,E2,V2,N)
 * Creates a rope between E and E2 at vector positions local to each ent, with N additional length.
 * rope(E,V,E2,V2,N,N2,S)
 * Creates a rope between E and E2 at vector positions local to each ent, with N additional length, N2 width, and S material.
 * ropeLength(E,V,E2,V2,N)
 * Creates a rope between E and E2 at vector positions local to each ent, specifically with length N
 * E:ropeBreakAll
 * Breaks all ropes on E
 * slider(E,V,E2,V2)
 * Creates a slider between E and E2 at vector positions local to each ent.
 * slider(E,V,E2,V2,N)
 * Creates a slider between E and E2 at vector positions local to each ent, with N width.
 * E:sliderBreakAll
 * Breaks all sliders on E
 * E:weld(E2)
 * Welds E to E2
 * E:weld(R)
 * Welds every entity in R to E
 * E:weldBreak(E2)
 * Breaks the weld between E and E2
 * E:weldBreak(R)
 * Breaks all welds between E and every entity in R
 * E:weldBreakAll
 * Breaks all welds on E
 * R:weldBreakAll
 * Breaks all welds on every entity in R
 * }
 * rope(E,V,E2,V2,N)
 * Creates a rope between E and E2 at vector positions local to each ent, with N additional length.
 * rope(E,V,E2,V2,N,N2,S)
 * Creates a rope between E and E2 at vector positions local to each ent, with N additional length, N2 width, and S material.
 * ropeLength(E,V,E2,V2,N)
 * Creates a rope between E and E2 at vector positions local to each ent, specifically with length N
 * E:ropeBreakAll
 * Breaks all ropes on E
 * slider(E,V,E2,V2)
 * Creates a slider between E and E2 at vector positions local to each ent.
 * slider(E,V,E2,V2,N)
 * Creates a slider between E and E2 at vector positions local to each ent, with N width.
 * E:sliderBreakAll
 * Breaks all sliders on E
 * E:weld(E2)
 * Welds E to E2
 * E:weld(R)
 * Welds every entity in R to E
 * E:weldBreak(E2)
 * Breaks the weld between E and E2
 * E:weldBreak(R)
 * Breaks all welds between E and every entity in R
 * E:weldBreakAll
 * Breaks all welds on E
 * R:weldBreakAll
 * Breaks all welds on every entity in R
 * }
 * Breaks all sliders on E
 * E:weld(E2)
 * Welds E to E2
 * E:weld(R)
 * Welds every entity in R to E
 * E:weldBreak(E2)
 * Breaks the weld between E and E2
 * E:weldBreak(R)
 * Breaks all welds between E and every entity in R
 * E:weldBreakAll
 * Breaks all welds on E
 * R:weldBreakAll
 * Breaks all welds on every entity in R
 * }
 * E:weldBreak(R)
 * Breaks all welds between E and every entity in R
 * E:weldBreakAll
 * Breaks all welds on E
 * R:weldBreakAll
 * Breaks all welds on every entity in R
 * }
 * R:weldBreakAll
 * Breaks all welds on every entity in R
 * }
 * Breaks all welds on every entity in R
 * }