
2.23 Target Crusher (by I_am_Einstein, modified by Initrd.gz).2.22 Hologram Clipping Example (by Soul less).
2.20 Angular stabilization using applyTorque and quaternions (by Fizyk). 2.17 HINT: Creating a 2D array with 1D arrays using strings (by Shoffing). 2.15 Bone Example: Zombie (by Shoffing). 2.13 Text controlled props (by Shoffing). 2.11 Introduction to applyForce() and applyAngForce() (by Mr. 2.9 Applying Entity Discovery: Thermometer (by Entoros). 2.8 Radar Chip (Ranger and Wirelink) (By Coder0xff). 2.5 Gyroscopic Stabilization (by chinoto). 2.3 Velocity Stabilisation (by fishface60). 2.2 Player targeting via Chat (by Wodden). 2.1 Advanced Player Targetting (by Jackorobot). 1.24 Checking a material on a prop (by Godd). 1.23 Find player by steamID or partial steamID (by Venompapa). 1.19 Built in ranger and wire colorer example (?). 1.17 Writing/reading global variables (By ZeikJT/Divran). 1.11 Basic Player Targetting (by jman31415). 1.10 Vector and Entity wirelink testing (by fishface60). This is a wiki, so expect your expressions to be modified by other editors. Try to line up series of comments so they are easier to separate from the code. Use 4 spaces for each indentation (comments are exempt). Follow the code format set in Expression 2: Formatting. Please make sure the variable names you use describe what they are for, for example, use WeldLatch instead of WL for your variable name. The syntax highlighting isn't perfect, but it helps a lot with comments. If you have more than one example that fits a difficulty, insert them one after another, it keeps things organized. Put it in the correct complexity category. When creating a new example make sure to follow the wiki format everyone else is using. This isn't a place for you to share your contraptions, you can do that here. #Garrys mod e2 codes how to#
For instance, a good example would show you how to make a basic GPS using Expression 2's vectors. To make this section as useful as possible, please try to keep your examples simple and targeted to specific areas of Expression 2.