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Galaxodoo [BETA]

Image:
screenshot of the scene

Author: JakubKubo

Group: Default

Filesize: 72.76 kB

Date added: 2015-11-19

Rating: 5

Downloads: 807

Views: 377

Comments: 11

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

Pause scene and put MODULES into square holes around your CORE

Mission:
Go up and kill ENEMY

Features:
- Turrets with violet bubble descriptionis made by FRA32 (thanks)
- Thruster (50N per engine)
- Core (100 Hp)
- Armor (1000 Hp)
- Extension
- Turrets (controls: Q/E - rotate, more in description)
- Lags:D

Next update:
- Textures
- Better docking (with mouse)
- More types of blocks (turrets, armors)
- Story (Once upon a time...)
- Bugs:D

Please write in comment: "Good Job FRA32" and write what else you want
Last edited at 2015/11/23 16:34:01 by JakubKubo
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If you need help with your turrets, I can help. I have already created different entities that are able to fire homing missles at their target or fire with OP aimbot that is really hard to avoid:D
Wow. You mean AUTO-HOMING MISSILE LAUNCHER?:o
Can it aim to nearest ENEMY CORE? OR go to mouse pos?:D
OK, show me your weapon:D
Can you use scripting metod in my guns?
(_reload,_ammo, etc. if you don understand how it works, just PM me)
I know scripting very well, dont worry:D. And yes, the launcher could aim at the core, if we do certain attribute preparations to the ship parts. To make it aim at any nearby ships, we probably need to use a laser pen as a scanning device, but once it hits something, the missle could fire, and home onto the hit object. Of course, a rocket flying at the mouse is possible too:D

For now, you should tell me in a short but close description what types of guns you need so I can prepare the script. If you want certain guns to fire at certain ship parts(for example a missle launcher whoo'se missles always aim for the core) we need to make some funky scripting references in the ship parts, so the gun knows which tile is connected to which tile.
Also(sorry for double comment), I'll gonna change the style your current guns work so they wont need lasers to trigger. This is to improve performance and at the same time make them a bit more compact so we dont get in trouble with collisions. Ill upload a scene in about a day containing most guns that you tell me:D
aaand tripple comment, but I need the info:

Since you got a neat load of variables in your laser, i have to know what they're purpose is

is _ammo the current ammo in the gun and _maxAmmo the Clip size(amount of ammo before reloading(from some infinite ammo stock)) or is _maxammo the maximum amount of ammo that can be loaded inside the gun
I would make the ammo stuff so that there is a current ammo, a clip size, and and a total ammo pool that either regenerates over time, is infinite or required some source of ammo.

Is _recoil the knockback force the ammo causes to the ship?, if yes, in what unit is it measured(is a _recoil of 1 equal to substracting 1 m/s² to the ships current momentum, when also regarding mass differences)

if we use a clip size, is _reload still needet?

if _reload(ing)Time is the time for loading a new clip, what purpose does ReloadTimeMax (sounds better as MinReloadTime) have?

Does the _TimeToLive var that you wrote own any purpose?

Thats all for now, gotta wait for your answers now:D
Published a scene cont aining 6 different turrets for now:D

Once I know more ideas for turrets, ill update the scene(remember which version you own, and which version it says). You can always find the scene in my profile
_reload - {READONLY}
sim.time when gun is ready to fire
(You can shoot when:= sim.time > _reload)

_ammo - {1 - +inf}
currect ammo in clip (magazine, drum, etc.)

_MaxAmmo - {1 - +inf}
Max ammo (fully reloaded) in clip (magazine, drum, etc.)

_recoil - {0 - (-inf)}
mean that box what laser hit, change it velocity to -1 <speed of recoil>,
so heavier cannon <box> have more powerful recoil
(because it is harder to stop heavy object,
must be negative value, because recoil push you back)

_reloadingTime - {0 - (+inf)}
Time needed to reload ONE bullet
(_reload = sim.time + this number; You can shoot when:= sim.time > _reload)

_reloadingTimeMax - {0.1 - (+inf)} <Bigger than _reloadingTime>
Time needed to reload clip (magazine, drum, etc.)
(_reload = sim.time + this number; You can shoot when:= sim.time > _reload)

_timeToLive - {0.1 - (+inf)}
TimeToLive of bullet

Hope that i help you, I want to change name of this _foo,
can you help me with it?
I can made that laser to be variabiles-less if you want, i made this _foo so you can easily change gun parametres
If you have any guestion PM me
Thanks for your triple comment:tup:
Okay thanks for the information. I changed the way the guns work so that the code now is inside the turrets Base(the rotatable circle). It reacts using a key.isDown() if statement to notice when a key is down, and if it does, it triggers the fire function, which contains all the importand code for spawning the bullet. Certain turrets own additional code functions like explode for explosives. I renamed a few variables so they are easier to get, and added a few too, like bulletSpeed or bulletSpread. If you need information about my code, ask it in my scene:D

Also: the curretn Ammo and the reload time is displayed in 2 small bars under each turret:D
OK, i want to do it too, but you was faster :tup:
Today i was with my grandparents and they
borrow me "Škoda 105/120" instruction for mechanic
Wiki link:
https://en.wikipedia.org/wiki/Škoda_120
You want me to fix your current turrets? Your current bullet script is broken, so the bullets wont shoot. I recommend you to take the base of one of my turrets(best would be the one of the basic turret), copy it, and redesign it for your new turret. This way you have a full preset of working code for the stuff you want
What is not working?