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Bombing run test

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screenshot of the scene

Author: tomskiwomski

Group: Default

Filesize: 510.56 kB

Date added: 2017-06-04

Rating: 5

Downloads: 746

Views: 367

Comments: 3

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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Scene tag

Happy with the results of this test BUT i have a problem! once again held back by LAG!!!:(
I want to keep this rotating wheel technique ive used that changes the animation frames (have a look how ive done it and reverse egineer if you like)
and if you can see and understand how ive created the moving image my question is i want to keep this mechinism but change the lasers for something else
ie; a solid shape with the same collision layer as the frame making contact instead of the laser?? because if i want to do multiple bombs the amount of lasers in
the scene causes lag!:( id be able to have many more bombs if only i can swap these lasers!! any ideas guys??
winning reply will get tonights star prize!......a yearly pass to all Tomski Incorperated research facilities and an honourable mention in a futre Tomski Scene!:D
Last edited at 2017/06/04 19:34:44 by tomskiwomski
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Hey Meestah Tomski.... Why not control the animation with script? That way you are not limited by the number of collision layers, and there are fewer mechanical things (actually NONE!) to glitch and to break. Take a look under the hood in my ASCII Girl Dancer. The script may look complex, but I could walk you through it if you want me to. Just a suggestion...
i agree with what youre saying about script but im so out of my comfort zone with script! :blink: )|( And yes thank you jedi master Xray, i would love you to guide me through an alternative script method! _o_ here is what i want to achieve: i want to construct a mechinism that can:

A) allow me to import individual gif frames
B) flick forward or backward through the frames with the arrow keys
C) or play a loop over and over
D) starts on a transparent frame, plays the sequence of frames once, then finishes on a transpaent frame.

thats why i wanted to keep my spin wheel mechinism as im in control of making it play forwards , backwards, or just do one revolution then be killed by a killer object when the sequence is played once
anyway your advice would be greatly appreciated _o_
To first make a rectangle with the size [6.3000011, 6.25], in the rectangle you write the script with update pure:

(e)=>{
    Cost:=math.mod(math.toInt(20*(scene.my.go)),10);
    [{
        Texture = "IMG00000.bmp"
    }, {
        Texture = "IMG00002.bmp"
    }, {
        Texture = "IMG00004.bmp"
    }, {
        Texture = "IMG00006.bmp"
    }, {
        Texture = "IMG00008.bmp"
    }, {
        Texture = "IMG00010.bmp"
    }, {
        Texture = "IMG00012.bmp"
    }, {
        Texture = "IMG00014.bmp"
    }, {
        Texture = "IMG00018.bmp"
    }, {
        Texture = "IMG00020.bmp";
        Scene.my.finish = 1
    }] (Cost) ()
}

And at texturematrix [0.16042809, 0.0, -0.47679424, 0.0, 0.16042809, 0.51677275, 0.0, 0.0, 1.0]


And at poststep:

(e)=>{
    Scene.my.finish == 1? {
        Update = (e) => {colorHSVA = colorHSVA - [0.0, 0.0, 0.01, 0.0]};poststep=(e)=>{}
    }: {};
scene.my.go2 == 1 ? {
color = [1.0, 1.0, 1.0, 1.0]
} : {}
}

And the rectangle is at collideset 0 and color black. Now you stick the bomb and the rectangle together in the bomb you write
onCollide
 
(e)=>{
    Scene.my.go2 = 1;
color=[0.0, 0.0, 0.0, 0.0];
drawborder=false;density=+inf
}

And postStep

(e)=>{
    Scene.my.go2 == 1? {
        Scene.my.go = scene.my.go + 0.0167
    }: {}
}

Do not forget to write to the console scene.my.go = 0.Write also with all two with inertiaMultiplier + inf purely.
Last edited at 2017/06/07 14:06:08 by FLO1