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Waypoint Movement System

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screenshot of the scene

Author: FRA32

Group: Technical

Filesize: 17.86 kB

Date added: 2015-12-04

Rating: 5

Downloads: 382

Views: 236

Comments: 2

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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Scene tag

This scene demonstrates a script that gives the object the ability to move along a set of points set inside the objects attribute.

How to use:

_points = amount of waypoints

_pointcoods(yes typo) = coordinates of all waypoints, written like this: [[x,y],[x,y],[x,y],[x,y]...]

_accuracy = the accuracy of the object. Highter values mean highter velocity reduction for increased ability of maneuvering.

_speed = accelleration speed of the object in m/s²

_tolerance = the radius of the circles around the waypoints that the object has to enter in order to continue with the path.

_counter = intern variable. Tell's what waypoint is currently beeing targeted.

This scene has been uploaded since MoBuilds looked for a way of causing objects to move along certain path's
Last edited at 2016/07/03 21:53:07 by FRA32
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Any way to make it customizable? (if you move the red circles, the path moves? Also, I was looking for a more rigid path, Like it is ALWAYS along this path, NEVER off it in ANY way. This is because if I used this, the attraction wich i would need for creating tide simulations would jumble the objects on paths they wernt suppose to go on.
You can change the path by accessing the moving circles script menu, there, change the coordinates inside _pointcoods to change the path. For more points, also change the _points number to the new ammount of points.

About your perfect path:

My recent bezier-curve scene could help a bit, but I need to customize it first, AND it wont let the object "move", but instead change it's pos. wait a bit and ill upload another scene containing the new version