So I've tried a few old projects that involve lots of holograms, IE:models, and they don't really seem to work out very well with holograms.
For example, creating 10 holograms, scaling, and positioning them, only a couple at a time will actually scale to vec(0.1,0.1,0.1)
And another example is the scaling and modeling on all other holograms in a chip breaking when holoScaleUnits() is used on just one hologram.
It's a bow I'm making, and when you uncomment the holoscaleunits() line, all of the other holograms turn into cubes.
@name Bow and Arrow
@inputs
@outputs
@persist [Hand TopPoint BottomPoint Grip Top Bottom ArrowHold StringTop StringBottom] H:entity
@model models/hunter/plates/plate1x1.mdl
runOnTick(1)
Wep=owner():weapon()
Wep:setHoldType("smg")
H=holoEntity(Hand)
if(first()){
Hand=0
TopPoint=1
BottomPoint=2
Grip=3
Top=4
Bottom=5
ArrowHold=6
StringTop=7
StringBottom=8
holoCreate(Hand)
holoCreate(TopPoint)
holoCreate(BottomPoint)
holoCreate(Grip)
holoCreate(Top)
holoCreate(Bottom)
holoCreate(ArrowHold)
holoCreate(StringTop)
holoCreate(StringBottom)
holoModel(Grip,"hq_tube_thin")
holoModel(Top,"hq_torus_thin")
holoModel(Bottom,"hq_torus_thin")
holoScale(Hand,vec(0.1,0.1,0.1))
holoScale(Grip,vec(0.2,0.2,0.8))
holoScale(Top,vec(4,6,4))
holoScale(Bottom,vec(4,6,4))
holoScale(ArrowHold,vec(0.1,0.1,0.1))
holoScale(TopPoint,vec(0.1,0.1,0.1))
holoScale(BottomPoint,vec(0.1,0.1,0.1))
holoPos(Hand,entity():toWorld(vec(0,0,100)))
holoPos(Grip,holoEntity(Hand):pos())
holoPos(Top,holoEntity(Hand):toWorld(vec(0,22.8,4.8)))
holoPos(Bottom,holoEntity(Hand):toWorld(vec(0,22.8,-4.8)))
holoPos(ArrowHold,holoEntity(Hand):toWorld(vec(0,14,0)))
holoPos(TopPoint,holoEntity(Hand):toWorld(vec(0,14,37)))
holoPos(BottomPoint,holoEntity(Hand):toWorld(vec(0,14,-37)))
holoAng(Top,holoEntity(Hand):toWorld(ang(90,0,0)))
holoAng(Bottom,holoEntity(Hand):toWorld(ang(90,0,0)))
holoClipEnabled(Top,1,1)
holoClipEnabled(Top,2,1)
holoClipEnabled(Bottom,1,1)
holoClipEnabled(Bottom,2,1)
holoClip(Top,1,vec(0,0,0),vec(-1,0,0),0)
holoClip(Top,2,vec(0,-8,0),vec(0,-1,0),0)
holoClip(Bottom,1,vec(0,0,0),vec(1,0,0),0)
holoClip(Bottom,2,vec(0,-8,0),vec(0,-1,0),0)
}
holoPos(StringTop, ( (holoEntity(TopPoint):pos()) + (holoEntity(ArrowHold):pos()) )/2)
#holoScaleUnits(StringTop,vec(1, holoEntity(TopPoint):pos():distance( holoEntity(ArrowHold):pos() ) ,1))
holoAng(StringTop,( (holoEntity(TopPoint):pos()) - (holoEntity(ArrowHold):pos())):toAngle()+ang(90,0,90))
I haven't been able to test it in many other cases, and am getting no errors. Playing on an MP server with the most up to date wiremod, and the most up to date on my client.