Table of Contents
- Number
- Number = min(Number, Number)
- Number = min(Number, Number, Number)
- Number = min(Number, Number, Number, Number)
- Number = max(Number, Number)
- Number = max(Number, Number, Number)
- Number = max(Number, Number, Number, Number)
- Number = isfinite(Number Value)
- Number = isinf(Number Value)
- Number = isnan(Number Value)
- Number = abs(Number Value)
- Number = ceil(Number Rv1)
- Number = ceil(Number Value, Number Decimals)
- Number = floor(Number Rv1)
- Number = floor(Number Value, Number Decimals)
- Number = round(Number Rv1)
- Number = round(Number Value, Number Decimals)
- Number = int(Number Rv1)
- Number = frac(Number Rv1)
- Number = mod(Number, Number)
- Number = wrap(Number, Number)
- Number = clamp(Number, Number, Number)
- Number = inrange(Number Value, Number Min, Number Max)
- Number = sign(Number)
- Number = random()
- Number = random(Number)
- Number = random(Number, Number)
- Number = randint(Number)
- Number = randint(Number, Number)
- Number = sqrt(Number)
- Number = cbrt(Number)
- Number = root(Number, Number)
- Number = e()
- Number = exp(Number)
- Vector2 = frexp(Number X)
- Number = ln(Number)
- Number = log2(Number)
- Number = log10(Number)
- Number = log(Number, Number)
- Number = inf()
- Number = pi()
- Number = toRad(Number)
- Number = toDeg(Number)
- Number = acos(Number)
- Number = asin(Number)
- Number = atan(Number)
- Number = atan(Number, Number)
- Number = cos(Number)
- Number = sec(Number)
- Number = sin(Number)
- Number = csc(Number)
- Number = tan(Number)
- Number = cot(Number)
- Number = cosh(Number)
- Number = sech(Number)
- Number = sinh(Number)
- Number = csch(Number)
- Number = tanh(Number)
- Number = coth(Number)
- Number = acosr(Number)
- Number = asinr(Number)
- Number = atanr(Number)
- Number = atanr(Number, Number)
- Number = cosr(Number)
- Number = secr(Number)
- Number = sinr(Number)
- Number = cscr(Number)
- Number = tanr(Number)
- Number = cotr(Number)
- Number = coshr(Number)
- Number = sechr(Number)
- Number = sinhr(Number)
- Number = cschr(Number)
- Number = tanhr(Number)
- Number = cothr(Number)
- String = toString(Number Number)
- String = Number:toString()
- String = toString(Number Number, Number Base)
- String = Number:toString(Number Base)
Number
= min(
,
)
Returns the lowest value Argument (1 ops)
= min(
,
,
)
Returns the lowest value Argument (1 ops)
= min(
,
,
,
)
Returns the lowest value Argument (1 ops)
= max(
,
)
Returns the highest value Argument (1 ops)
= max(
,
,
)
Returns the highest value Argument (1 ops)
= max(
,
,
,
)
Returns the highest value Argument (1 ops)
= isfinite(
Value)
(2 ops)
= isinf(
Value)
Returns 1 if given value is a positive infinity or -1 if given value is a negative infinity; otherwise 0. (2 ops)
= isnan(
Value)
Returns 1 if given value is not a number (NaN); otherwise 0. (2 ops)
= abs(
Value)
Returns the Magnitude of the Argument (2 ops)
= ceil(
Rv1)
Rounds the Argument up to the nearest Integer (2 ops)
= ceil(
Value,
Decimals)
Rounds Argument 1 up to Argument 2's decimal precision (2 ops)
= floor(
Rv1)
Rounds the Argument down to the nearest Integer (2 ops)
= floor(
Value,
Decimals)
Rounds Argument 1 down to Argument 2's decimal precision (2 ops)
= round(
Rv1)
Rounds the Argument to the nearest Integer (2 ops)
= round(
Value,
Decimals)
Rounds Argument 1 to Argument 2's decimal precision (2 ops)
= int(
Rv1)
Returns the Integer part of the Argument (always rounds towards zero) (2 ops)
= frac(
Rv1)
Returns the Fractional part (decimal places) of the Argument (2 ops)
= mod(
,
)
Modulo, returns the Remainder after Argument 1 has been divided by Argument 2. Note "mod(-1, 3) = -1" (2 ops)
= wrap(
,
)
Performs (n1 + n2) % (n2 * 2) - n2 (2 ops)
= clamp(
,
,
)
If Arg1 = Arg3 (max) returns Arg3; otherwise returns Arg1 (2 ops)
= inrange(
Value,
Min,
Max)
Returns 1 if N is in the interval [N2; N3], 0 otherwise. This means it is equivalent to ((N2 <= N) & (N <= N3)) (2 ops)
= sign(
)
Returns the sign of argument (-1,0,1) [sign(N) = N / abs(N) ] (2 ops)
= random()
Returns a random floating-point number between 0 and 1 [0 <= x < 1 ] (2 ops)
= random(
)
Returns a random floating-point number between 0 and the specified value [0 <= x < a ] (2 ops)
= random(
,
)
Returns a random floating-point number between the specified interval [a <= x < b ] (2 ops)
= randint(
)
Returns a random integer from 1 to the specified value [1 <= x <= a ] (2 ops)
= randint(
,
)
Returns a random integer in the specified interval [a <= x <= b ] (2 ops)
= sqrt(
)
Returns the Square Root of the Argument (2 ops)
= cbrt(
)
Returns the Cube Root of the Argument (2 ops)
= root(
,
)
Returns the Nth Root of the first Argument (2 ops)
= e()
Returns Euler's Constant (2 ops)
= exp(
)
Returns e to the power of the Argument (same as e()^N but shorter and faster this way) (2 ops)
= frexp(
X)
Returns the mantissa and exponent of the given floating-point number as a vector2 (X component holds a mantissa, and Y component holds an exponent) (2 ops)
= ln(
)
Returns the logarithm to base e of the Argument (2 ops)
= log2(
)
Returns the logarithm to base 2 of the Argument (2 ops)
= log10(
)
Returns the logarithm to base 10 of the Argument (2 ops)
= log(
,
)
Returns the logarithm to base Argument 2 of Argument 1 (2 ops)
= inf()
Returns a huge constant (infinity) (2 ops)
= pi()
Returns the constant PI (2 ops)
= toRad(
)
Converts Degree angles to Radian angles (2 ops)
= toDeg(
)
Converts Radian angles to Degree angles (2 ops)
= acos(
)
Returns the inverse cosine of the argument, in degrees (2 ops)
= asin(
)
Returns the inverse sine of the argument, in degrees (2 ops)
= atan(
)
Returns the inverse tangent of the argument, in degrees (2 ops)
= atan(
,
)
Returns the inverse tangent of the arguments (arg1 / arg2), in degrees. This function accounts for positive/negative arguments, and arguments at or close to 0 (2 ops)
= cos(
)
Returns the cosine of N degrees (2 ops)
= sec(
)
Returns the secant of N degrees (2 ops)
= sin(
)
Returns the sine of N degrees (2 ops)
= csc(
)
Returns the cosecant of N degrees (2 ops)
= tan(
)
Returns the tangent of N degrees (2 ops)
= cot(
)
Returns the cotangent of N degrees (2 ops)
= cosh(
)
Returns the hyperbolic cosine of N degrees (2 ops)
= sech(
)
Returns the hyperbolic secant of N degrees (2 ops)
= sinh(
)
Returns the hyperbolic sine of N degrees (2 ops)
= csch(
)
Returns the hyperbolic cosecant of N degrees (2 ops)
= tanh(
)
Returns the hyperbolic tangent of N degrees (2 ops)
= coth(
)
Returns the hyperbolic cotangent of N degrees (2 ops)
= acosr(
)
Returns the inverse cosine of the argument, in radians (2 ops)
= asinr(
)
Returns the inverse sine of the argument, in radians (2 ops)
= atanr(
)
Returns the inverse tangent of the argument, in radians (2 ops)
= atanr(
,
)
Returns the inverse tangent of the arguments (arg1 / arg2), in radians. This function accounts for positive/negative arguments, and arguments at or close to 0 (2 ops)
= cosr(
)
Returns the cosine of N radians (2 ops)
= secr(
)
Returns the secant of N radians (2 ops)
= sinr(
)
Returns the sine of N radians (2 ops)
= cscr(
)
Returns the cosecant of N radians (2 ops)
= tanr(
)
Returns the tangent of N radians (2 ops)
= cotr(
)
Returns the cotangent of N radians (2 ops)
= coshr(
)
Returns the hyperbolic cosine of N radians (2 ops)
= sechr(
)
Returns the hyperbolic secant of N radians (2 ops)
= sinhr(
)
Returns the hyperbolic sine of N radians (2 ops)
= cschr(
)
Returns the hyperbolic cosecant of N radians (2 ops)
= tanhr(
)
Returns the hyperbolic tangent of N radians (2 ops)
= cothr(
)
Returns the hyperbolic cotangent of N radians (2 ops)
= toString(
Number)
Formats a number as a string. (Numbers may be concatenated into a string without using this function) (15 ops)
=
:toString()
Formats a number as a string. (Numbers may be concatenated into a string without using this function) (15 ops)
= toString(
Number,
Base)
Formats a number as a string, using argument 2 as the base. i.e. using 16 for base would convert the number to hex (25 ops)
=
:toString(
Base)
Formats a number as a string, using argument 2 as the base. i.e. using 16 for base would convert the number to hex (25 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