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V6 biturbo [fail}

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Author: francky380a380

Group: Default

Filesize: 70.52 kB

Date added: 2015-07-13

Rating: 5

Downloads: 551

Views: 370

Comments: 12

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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Hi vaidas369, I follow your tuto and I tried to do a V6.

But I have a problem, scene.my.imode doesn't change from 0 to 1 when it should be.

Moreover, I think my code for the green ball spawner it's false because it doesn't work but I don't know why, could you help me please?

UPDATE: 18/07/15: new motor but with the laser problem
Last edited at 2015/07/18 10:40:48 by francky380a380
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This scene is a response to:
Title Author Rating Downloads Comments Date added
Spawn Engine Tutorial #3 vaidas369 5.6 (2 votes) 1460 13 2015/07/10 18:33:28
show grid
STOP
-hugh
You don't have the right to stop a person from making good scenes!
Last edited at 2015/07/13 14:31:44 by faytree
Just ignore him. He does that to everyone...
@pnvv
Thanks for calming me down, you da real MVP:)
This is the right function script if your engine goes to ''minus RPM's''
Scene.my.rpm > -15 ? {} : {
scene.my.imode = 0
};
Scene.my.rpm < -15 ? {} : {
scene.my.imode = 1
};
Scene.my.rpm < -3 ? {} : {
scene.my.imode = 0
};

See the different?
sorry but I don't see any difference ... Nothing Spawn ...
Nothing spawn? Well you forgot the spawning scripts:D
And because you using now B,C for the first piston, and D,E for a second, leave first piston spawner circle collision layer to 6 and the second to 24.

Ok i've found it.
change your function to this

Scene.my.rpm > -15 ? {} : {
scene.my.imode = 0
};
Scene.my.rpm < -15 ? {} : {
scene.my.imode = 1
};
Scene.my.rpm < -3 ? {} : {
scene.my.imode = 0
};

And then press ` (button below the Esc) to open the consone and type there:
scene.my.imode = 0

What you do is you show that function exists and only the it will work. You'll figure that out later...:) Tell me if that worked
Last edited at 2015/07/13 20:05:20 by vaidas369
It doesn't work ...

My spawn fonction is :

(e)=>{
e.other.color = [1.0, 0.0, 0.0, 1.0] ? {
Scene.addCircle({
color := [1.0, 0.0, 0.0, 0.5];
opaqueBorders := false;
friction := 0.0;
restitution := 0.0;
zDepth := 150;
pos := e.other.pos;
vel := entity.vel;
drawCake := false;
density := (scene.my.acc);
collideSet := 6;
radius := 0.07;
collideWater := false;
airFrictionMult := 0
})
} : {
Scene.addCircle({
color := [1.0, 0.0, 0.0, 0.5];
opaqueBorders := false;
friction := 0.0;
restitution := 0.0;
zDepth := 150;
pos := e.other.pos;
vel := entity.vel;
drawCake := false;
density := (scene.my.acc);
collideSet := 24;
radius := 0.07;
collideWater := false;
airFrictionMult := 0
})
}
}

(the green ball)

Is there a mistake ?

Moreover, change the layer af the while ball (who support blue and green) from A to nothing.

It's very strange ...
Now object spawn (I made two differents spawner ball and it works at low RPM) BUT, the blue laser doesn't have the priority on the red so the value doesn't change (for example, .acc stay at 15 instead of 400 when I hit blue laser key), WHY ?
Priority goes like this: Blue,Green,Red,Yellow.
Yellow is the last so he's script will always work first...
If you hit accelerator green will not apply for a primary scripts.
Also if you accelerate and limiter was pushed from 15 or so to 75, red is priority, that could only mean that red laser have a 15kg/m2 acc setting.

If you have messed up the priority, use one from the tutorial...
I uploaded the new file BUT I understand the priority system now, it depends of the "Zdepth" ( a laser in front of an another will be a priority against the one behind, no matter the color !)

Now I have a problem with the condition in the script ^^ .acc change good from 15 to 400 but imode doesn't change;)
Last edited at 2015/07/18 10:48:03 by francky380a380
IT WORKS NOW !!!!!!! I delete the condition: rpm > 2 ... and it works great;)