Table of Contents
- Color
- Vector = Entity:getColor()
- Vector4 = Entity:getColor4()
- Number = Entity:getAlpha()
- Entity:setColor(Number R, Number G, Number B)
- Entity:setColor(Number R, Number G, Number B, Number A)
- Entity:setColor(Vector C)
- Entity:setColor(Vector C, Number A)
- Entity:setColor(Vector4 C)
- Entity:setAlpha(Number A)
- Entity:setRenderMode(Number Mode)
- Vector = Entity:getPlayerColor()
- Vector = Entity:getWeaponColor()
- Vector = hsv2rgb(Vector Hsv)
- Vector = hsv2rgb(Number H, Number S, Number V)
- Vector = rgb2hsv(Vector Rgb)
- Vector = rgb2hsv(Number R, Number G, Number B)
- Vector = hsl2rgb(Vector Hsl)
- Vector = hsl2rgb(Number H, Number S, Number L)
- Vector = rgb2hsl(Vector Rgb)
- Vector = rgb2hsl(Number R, Number G, Number B)
- Number = rgb2digi(Vector Rgb, Number Mode)
- Number = rgb2digi(Number R, Number G, Number B, Number Mode)
Color
=
:getColor()
Returns the color of an entity as a vector (R,G,B) (2 ops)
=
:getColor4()
Returns the color of an entity as a 4D vector (R,G,B,A) (2 ops)
=
:getAlpha()
Returns the alpha of an entity (2 ops)
:setColor(
R,
G,
B)
Sets the color of the entity (2 ops)
:setColor(
R,
G,
B,
A)
Sets the color and alpha of the entity (2 ops)
:setColor(
C)
Sets the color of the entity (2 ops)
:setColor(
C,
A)
Sets the color (as vector) and alpha (as number) of the entity (2 ops)
:setColor(
C)
Sets the color and alpha (as 4D vector) of the entity (2 ops)
:setAlpha(
A)
Sets the alpha of an entity (2 ops)
:setRenderMode(
Mode)
Sets the render mode of the entity (0 = Normal, 1 = TransColor, 2 = TransTexture, 3 = Glow, 4 = TransAlpha, 5 = TransAdd, 6 = Enviromental, 7 = TransAddFrameBlend, 8 = TransAlphaAdd, 9 = WorldGlow, 10 = None) (2 ops)
=
:getPlayerColor()
Returns the player's model color as a vector (R,G,B) (2 ops)
=
:getWeaponColor()
Returns the player's weapon color as a vector (R,G,B) (2 ops)
= hsv2rgb(
Hsv)
Converts V from the HSV color space to the RGB color space (2 ops)
= hsv2rgb(
H,
S,
V)
Converts N,N,N from the HSV color space to the RGB color space (2 ops)
= rgb2hsv(
Rgb)
Converts V from the RGB to the HSV color space (2 ops)
= rgb2hsv(
R,
G,
B)
Converts N,N,N from the RGB to the HSV color space (2 ops)
= hsl2rgb(
Hsl)
Converts V from the HSL color space to the RGB color space (2 ops)
= hsl2rgb(
H,
S,
L)
Converts N,N,N from the HSL color space to the RGB color space (2 ops)
= rgb2hsl(
Rgb)
Converts V from RGB color space to the HSL color space (2 ops)
= rgb2hsl(
R,
G,
B)
Converts N,N,N from RGB color space to the HSL color space (2 ops)
= rgb2digi(
Rgb,
Mode)
Converts the RGB vector V to a number in digital screen format. N Specifies a mode, either 0, 2 or 3, corresponding to Digital Screen color modes (2 ops)
= rgb2digi(
R,
G,
B,
Mode)
Converts the RGB color (N,N2,N3) to a number in digital screen format. N4 Specifies a mode, either 0, 2 or 3, corresponding to Digital Screen color modes (2 ops)
Expression 2 ⚙️
Getting Started 🕊
- Syntax 🔣
- Directives 🎛️
- Editor 🖥️
- Ops 📊
Guides (In learning order) 🎓
- Learning & Getting Help 📚
- Triggers ⏲️
- Events 🎬
- Find Functions 🔍
- Physics 🚀
- EGP Basics 📈
- Lambdas λ
- Lambda Timers λ⏲️
- Tips & Tricks 📘
Tools 🛠️
Click To Expand
Advanced
- 🟥 SPU
- 🟥 Address Bus
- 🟥 Extended Bus
- 🟥 Plug/Socket
- 🟥 Port
- 🟥 Transfer Bus
- 🟩 GPU
- 🟥 Dynamic Memory
- 🟥 Flash EEPROM
- 🟥 ROM
Beacon 💡
- 🟧 Beacon Sensor
- 🟧 Locator
- 🟧 Target Finder
- 🟧 Waypoint
- 🟥 XYZ Beacon
Control 🎛️
- 🟩 CPU
- 🟩 Expression 2
- 🟩 Gates
- 🟥 PID
Data 💿
- 🟧 CD Disk
- 🟥 CD Ray
- 🟧 DHDD
- 🟥 Keycard
- 🟥 RAM-card
- 🟧 Satellite Dish
- 🟧 Store
- 🟧 Transferer
- 🟥 Wired Wirer
Detection 👀
- 🟧 Adv Entity Marker
- 🟧 Damage Detector
- 🟧 Entity Marker
- 🟧 GPS
- 🟧 Gyroscope
- 🟥 HighSpeed Ranger
- 🟧 Laser Pointer Receiver
- 🟥 Microphone
- 🟧 Ranger
- 🟧 Speedometer
- 🟧 Water Sensor
Display 💻
- 🟧 7 Segment Display
- 🟥 Adv. Hud Indicator
- 🟧 Console Screen
- 🟧 Control Panel
- 🟧 Digital Screen
- 🟧 EGP v3
- 🟧 Fix RenderTargets
- 🟥 GPULib Switcher
- 🟧 Hud Indicator
- 🟧 Indicator
- 🟧 Lamp
- 🟧 Light
- 🟧 Oscilloscope
- 🟧 Pixel
- 🟧 Screen
- 🟧 Sound Emitter
- 🟧 Text Screen
Render 🖌
- 🟩 Cam Controller
- 🟧 Colorer
- 🟧 FX Emitter
- 🟧 HighSpeed Holoemitter
- 🟧 HoloEmitter
- 🟧 HoloGrid
- 🟥 Interactable Holography Emitter
- 🟥 Materializer
- 🟥 Painter
I/O 🔌
- 🟧 Adv. Input
- 🟧 Button
- 🟧 Constant Value
- 🟥 Door Controller
- 🟧 Dual Input
- 🟧 Dynamic Button
- 🟧 Eye Pod
- 🟧 Graphics Tablet
- 🟧 Keyboard
- 🟥 Lever
- 🟧 Numpad
- 🟧 Numpad Input
- 🟧 Numpad Output
- 🟧 Plug
- 🟧 Pod Controller
- 🟧 Radio
- 🟧 Relay
- 🟧 Text Receiver
- 🟧 Two-way Radio
- 🟧 Vehicle Controller
Physics 🚀
- 🟥 Door
- 🟥 Adv. Dupe. Teleporter
- 🟥 Buoyancy
- 🟧 Clutch
- 🟧 Detonator
- 🟧 Explosives
- 🟧 Explosives (Simple)
- 🟥 Forcer
- 🟩 Freezer
- 🟧 Gimbal (Facer)
- 🟧 Grabber
- 🟧 Hoverball
- 🟧 Hoverdrive Controller
- 🟥 Hydraulic
- 🟧 Igniter
- 🟧 Nailer
- 🟩 Prop Spawner
- 🟥 Servo
- 🟥 Simple Servo
- 🟧 Thruster
- 🟥 Touchplate
- 🟥 Trail
- 🟩 Turret
- 🟩 User
- 🟥 Vector Thruster
- 🟥 Vehicle Exit Point
- 🟧 Weight (Adjustable)
- 🟧 Weld/Constraint Latch
- 🟥 Wheel
- 🟥 Wire Magnet
- 🟥 Wired Npc Controller
Utilities 🛠️
- 🟧 Debugger
- 🟥 GUI Wiring
- 🟥 Multi Wire
- 🟧 Namer
- 🟥 Simulate Data
- 🟩 Wiring
RFID 💳
- 🟥 Beam Reader
- 🟥 Implanter
- 🟥 Reader
- 🟥 Target Filter
- 🟥 User Reader
Wireless 🛜
Gates 🚥
Click To Expand
TBD
Extras 🔭
Please do not alter the e2 docs ...
pages manually.
They are autogenerated from the E2Helper. In the future, this will hopefully be its own dedicated website or tool.
Default Extensions
Basic Features: core, debug, number, selfaware,
string, timer
🌎 World: angle, color, find, ranger, sound,
🔣 Math: bitwise, complex, matrix, quaternion, vector, vector2/4
📦 Entities: bone, constraint, egp, entity, hologram, npc
👨 Players: chat, console, player, weapon
📊 Data storage: array, files, globalvars, serialization, table
💬 Communication: datasignal, http, signal, wirelink,
❓ Informational: gametick, serverinfo, steamidconv, unitconv
Additional Extensions
Disabled by default: constraintcore, effects, propcore, remoteupload, wiring
Wire-Extras (repo): camera, ftrace, holoanim, light, stcontrol, tracesystem