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Loosen Shapes With Laser

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screenshot of the scene

Author: Xray

Group: Default

Filesize: 38.41 kB

Date added: 2020-12-27

Rating: 5.4

Downloads: 1898

Views: 403

Comments: 9

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

A couple of weeks prior to uploading this scene, I posted a scene for user "mlgdash" titled "Loosen Fixate". Well, although it worked the way he explained he wanted it to work, he did not like the fact that I used Thyme Script in the box and in the fixate that held the box to the background. He stated in a comment that he was hoping to have Thyme script only in the laser. So, after Christmas when I had more time I worked on it again and I figured out how to make it work with Thyme script only in the laser. To my surprise, I realized that this technique not only loosens a fixated box from the background, but it will also loosen ANY shape being stuck to the background by either a fixate, an axle, and even a spring! It will NOT unglue a shape that is stuck to be background by Algodoo "glue". It must be one of the three objects mentioned above.

I made this scene to demonstrate four different kinds of shapes that can be loosened when hit by a laser beam. I haven't tested it under every possible condition, and so I don't know if it has any weird side effects or other issues.

Anyone in addition to user mlgdash has my permission to use this technique and Thyme Script in your own scenes.
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About that updating one element in an array...
What an... unfortunate series of events that led to no built-in function... i think im just gonna make a mechanical array instead! XD
Before Emil Emerfeldt (he was the inventor and lead software engineer for Algodoo) left the company (Algoryx) he made some final updates to the latest version of Algodoo, and I was hoping that he would add the one feature that most of us who use Thyme scripting have a need for, and that is being able to write to a single array element. But I guess he did not have the time to do that. There is a simple way to do it if you are working with a simple array with very few elements in it. But if you have a very large array, and want to randomly read and write values to any element, then currently we have to use one of the workarounds (as described in the Algodoo Forum) that some smart users have come up with.
Glued object have same bodyIDs, right? So what about forcefully changing this ID to a different one? But how will you get a new, unused ID? Maybe spawn a new object and read it's ID, then delete it
(Like when you wanted a rand function and you had to spawn an object just to get it's random color, but with ID now) )|( :bonk:
Also sorry for my inactivity, I miss you all and Algodoo so much!
JakubKubo -- Good ideas. Try those things to see if they work!

By the way, it's not necessary to spawn an object in order to get a random number. Thyme has (I think) three different random number generators available. Check the Forum to see how they work...

I hope you will create and upload more awesome scenes! I look forward to them. :)
This way, you will make sure you get new and unused number! I'm clever, you see? :bonk:

If you use random number generator, there is a change that you will pick a number that already exist and glue new object to something, for ex. glue your piston in car to boulder on road...that doesn't sound healthy!:lol:
I used this to make my radar on helicopter, where little circles had to move with moving helicopter, so I glued them to display, but I never tried it the other way

If I will succeed at doing so, I'll add it as response:*)
WHY YOU SEND THAT MESSAGE TO MY ACCOUNT?!:tdown: :tdown: :tdown:
DON'T YELL AT ME WITH ALL CAPS! :tdown: :tdown: :tdown:
DoN't YeLl Me WiTh AlL cApS! :tdown: :tdown: :tdown:
I sent you a warning which said: "Do not post scenes that intentionally cause damage to the Algodoo program or to user's computers. That kind of activity will get you banned if you continue doing that."

Did you not understand what I told you?