07-18-2015, 07:58 PM
That is amazing. If you're willing to maybe go more in depth could you send me a pm?
Mechanics/Network/Computer Nerds
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07-18-2015, 07:58 PM
That is amazing. If you're willing to maybe go more in depth could you send me a pm?
07-18-2015, 10:22 PM
No real reason for PMs, this stuff is fun.
Biggest issue for me right now is that there's no way to put in a direct ^ or |n in DWAINE. Otherwise you'd theoretically be able to write scripts down on paper and scan them into the mainframe system; right now any |n on paper turns into a literal newline after scanning so it's a bit silly. I'm curious how you set up remote telescience, though. It's late but I can't figure out how you'd get the wireless net talking to the wired one.
07-18-2015, 11:07 PM
Zadeon: I'm with Zamujasa on open discussion. Sure. Some things I'll hold back unless I see somebody working hard on it. Like lockers, or remote telsci. That might change with this thread, I guess. It depends on the reaction from the other nerds. I'm Manne Love in game if you wanna hit me up. I'm generally just playing the sax and looking for neat hats to wear anyways, so I find making people nerds teaching people enjoyable. I also lurk #goonstation just to figure out who is teaching poor HeadSurgeon all of these horrible things.
That being said, most of the people in this thread are far more competent at this stuff than I am. Though if you are working on something that is unique and you want to keep it a surprise, then ye, you can PM me. If people worked on stuff like the critter farm in a thread that I saw, then it wouldn't have had the impact it did. Zamujasa: Yeah. I want remote scripting. I remember trying it a good while ago and giving up after a couple days due to headaches. I haven't really tried again due to that. As for remote telsci, you can push it from a wifi comp to a signalbuilder to a powernet comp. Or am I wrong? I know I set up a remote signaler to toggle a portal the other day just to see if I remembered correctly.
07-19-2015, 05:22 AM
So how do you trigger remote signalers again with components?
07-19-2015, 06:22 AM
Zadeon Wrote:So how do you trigger remote signalers again with components?RSDs send a packet when activated that activates other RSDs on the same freq with the same code. It looks something similar to "command=ACTIVATE&code=30" -- I forget the actual packet, but it's easy enough to figure out. Just hook up a wifi component to a soundsynth component and set the wifi component to whatever freq yer using with the RSD. Then activate the RSD. If you did it right, you should hear the packet from the soundsynth. You could also just use the packet sniffer from the ND cart. That's more accessible, anyways. Once you have your packet, well, it's pretty easy to understand. I'm guessing you just need to know is how to send it. For that you need a wifi component, a signal builder, and for the sake of explanation let's say a pressure switch. Hook the pressure switch to the signal builder (the send option), and the signal builder to the wifi (the send option). Make sure to toggle the wifi as mentioned earlier, and also set it to the freq of the rsd you wanna activate. Then plug in your packet as the starting string in the signal builder. With this setup, the rsd will go off when somebody walks over the pressure switch. Most people would use this setup to for hellfoams or bombs. I use it for autohonkers. Honk. Actually -- most of the time I just set up the autohonkers to a CU. Autoautohonking. Honk. Honk. Honk. Honk. Honk. "OH GOD IT'S HAPPENING!!" NOTE: The signal builder might be excessive. You could try just changing the pressure switch's 'send signal' to the packet you wanna send and then link it directly into the wifi comp. I remember setting up honkers that way. I also remember calling the shuttle with just a button and a powernet comp. It's just that I've lately had some trouble with this method not liking ampersands. *shrug
07-19-2015, 07:37 AM
Is it possible to do loops of any kind? You keep mentioning autohonkers and what do you mean by that? Just signals to rsd+bikehorn combos?
07-19-2015, 08:18 AM
Zadeon Wrote:Is it possible to do loops of any kind? You keep mentioning autohonkers and what do you mean by that? Just signals to rsd+bikehorn combos?I just noticed how much I've mentioned honking. It must be the hunger. The problem is they get picked up and tossed for some strange reason. And yes. It's a very simple thing. RSD+Bikehorn, then using a fun trigger. Just using an RSD to set them off is boring. Something like having them honk every time someone enters sec is more fun. Or you could just set the CU to repeat them nonstop. Getting an endless loop can happen one of two ways. Well, I think there's only two ways. The first is the set up gravaccs to send something like a locker back and forth in a way that it hits a pressure sensor on the return trip, thus starting the process over again. This has more style, but is unreliable and less efficient. The second method is to use a control unit. I wrote a step by step for setting up a repeating signal with the CU a while back: Vitatroll Wrote:To use it to que actions is the only thing I remember right now. A few months ago I remember being able to do more, but I lost my research, which happens because I'm a dumbass and title my docs vaguely.
07-19-2015, 06:42 PM
Thanks that really helps!
07-21-2015, 02:55 AM
I'm just gonna start posting some stuff.
I've had a few people come to me for doorchanics. Unfortunately I've been busier than usual in game, so I couldn't help. Zamujasa has already listed everything you need to know on his wiki, so this feels redundant for me. Still, it's good to be discussed here since it's a nice introduction to packets. The basics you need to know: - All normal doors send and receive packets over the wireless network on frequency 141.1, which I will call 1411 from now on. - Doors can receive commands from any distance, but they only send reports within an 11x11 square centered on the reporting door. This is true no matter what method used. - Wireless packets can be created, sent, and received through a few methods. Mechcomp and PDAs are the most relevant, so I'll keep it to those only. - PDAs need to have an Network Diagnostics Cart, or the equivalent of. - MechComps machines will need a wifi component to send and receive wireless packets. Theoretically you could use other methods if you figured out a way to remotely create files in the mainframe. What door the packets look like: Remote Door Control with PDAs: Remote Door Control with MechComps: Those are the basics down. Now how do I make all of the doors on the station bolt open?? I want to piss everybody off with yet ANOTHER tollbooth! Okay so the 'open all doors' thing sounds like hell, is there a compromise? Doors are great, but I'm looking for something else... Now, get to work. I expect to be horribly inconvenienced in new and exciting ways! Don't disappoint. (Like I just did with the mess, typos and errors. I'm too tired to proofread. )
07-21-2015, 10:53 AM
In my opinion that should be added to the wiki. Maybe except for the last part.
07-21-2015, 11:30 AM
I'd just like to give a friendly reminder that, if you play an AI, your PDA has packet sniffing and sending modules, as well as a station-wide range. Comes in handy for doing more esoteric rogue business, like helping your traitor buddy bust open the armory lockers. It also, I believe, lets you open/close doors even if the AI control wire got snipped, though I haven't tested that out quite yet.
07-21-2015, 08:22 PM
Not sure if it was wise to show how to unlock locked lockers as that was kept secret because of how OP it can be
07-21-2015, 09:25 PM
Somepotato Wrote:Not sure if it was wise to show how to unlock locked lockers as that was kept secret because of how OP it can beIt's not really that powerful from a tater side of things. It's far better to get an emag or an HoS. The real possible problem comes from sec breaking in every round. Honestly, I resolved that if remote locker access gets taken out because of that post, then I would have rather not had it in anyways. I made a show of it, but I'm perfectly fine with those 20 people being pissed at me. Telsci-stuff is a tad different. It requires no access and no daring. (Well, access helps) It's also fairly easy. People have everything they need to get started in this thread. Mainly, zamujasa's wikipage. It's real useful all the way around, and can lead to some unique contraptions from creative people who don't beat a dead horse because they can. It'd be a real loss to see it gone. BaneOfGiygas: Nah. AI control wire cuts remote access off. Probably a good thing, as it's the only real countermeasure against the AI and packet hippies.
07-22-2015, 03:02 AM
Huh, 143.1 has private lockers too? Can you ping those? My notes on the wiki just had it full of that mystery patrolling thing.
As a side note, the AI PDA might have infinite range (but then don't all PDAs?), but you're still only going to get replies if you're in range of the device. I spent an entire round as AI pinging every single frequency on max range and got a lot less than I was hoping for :downs: I kind of wish the pinging functionality had a "signal strength" thing too so you could get a guesstimate of how far away from the signal you were. Would make for some fun marco polo-style hunting. Imagine using the ping tool to find people's PDAs like a low-tech pinpointer...
07-22-2015, 05:36 AM
Guess my notes were wrong. On 143.3 (not 143.5 :downs: ) there's a bunch of crap:
WNET_PACKETSPY, WNET_GENERIC, WNET_DETECTOR, WNET_SYN%%^#FF I can't figure out what any of these are and none of them seem to send any data. Hm. |
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