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Building Automated Systems
Garry's Mod

Building Automated Systems

Automate your Garry's Mod creations with Wiremod. Learn to use inputs, outputs, logic gates, and timers to build complex automated systems.

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Automate your Garry's Mod creations with Wiremod. Learn to use inputs, outputs, logic gates, and timers to build complex automated systems.

8.8. Building Automated Systems

Automation is at the heart of many complex contraptions and gamemodes in Garry's Mod. Building automated systems allows you to create machines that perform tasks without constant manual intervention, from simple doors that open automatically to intricate factories and defense systems. Wiremod is the primary tool for achieving this level of automation.

Wiremod is an addon that introduces a vast array of electronic components and logic gates that can be connected to entities in Garry's Mod. By wiring these components together, you can create complex logical sequences and automated processes.

Core Components for Automation:

  • Inputs: These are entities that provide signals. Examples include:
    • Buttons: Trigger a signal when pressed.
    • Switches: Toggle between on and off states.
    • Sensors (e.g., Proximity, Light): Detect environmental conditions and output signals.
    • Joysticks/Controllers: Provide analog input for movement or control.
  • Outputs: These are entities that perform actions based on input signals. Examples include:
    • Doors: Open or close.
    • Thrusters: Apply force.
    • Lights: Turn on or off.
    • Hydraulics: Extend or retract.
    • Speakers: Play sounds.
  • Logic Gates: These are the brains of your automation, processing signals according to logical rules. Common gates include:
    • AND Gate: Outputs true only if all inputs are true.
    • OR Gate: Outputs true if at least one input is true.
    • NOT Gate: Inverts the input signal.
    • XOR Gate: Outputs true if exactly one input is true.
  • Timers and Counters:
    • Timer: Delays a signal or triggers it repeatedly.
    • Counter: Counts the number of times a signal is received.
  • Combinators: These allow for more complex signal manipulation and arithmetic operations.

Building an Automated System (Example: Automatic Door):

  1. Place Entities: Spawn a door entity and a proximity sensor.
  2. Apply Wiremod Tools: Use the Wiremod Tool Gun to apply the 'Input', 'Output', and 'Logic' tools to your entities.
  3. Connect Components:
    • Connect the 'Output' of the proximity sensor to the 'Input' of the door.
    • You might need to use a 'NOT Gate' if the sensor outputs 'true' when something is present, but the door needs a 'true' signal to close.
    • Alternatively, use a 'Button' to trigger the door. Connect the 'Button' output to the 'Door' input.
  4. Test: Walk in front of the sensor or press the button to see if the door opens and closes as expected.

Advanced Automation:

For more complex systems, you can chain multiple logic gates, use combinators for calculations, and create intricate feedback loops. This allows for the creation of automated factories, defense turrets that target enemies, or even simple AI behaviors. The key is to break down your desired automation into smaller, logical steps and then implement each step using the appropriate Wiremod components.

Always remember to check the Garry's Mod console for any Wiremod-related errors, which can help you diagnose issues with your wiring.

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