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Flamethrower Prototype 1.4; Algodoo 2.0.0+ Only

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Author: FruitMonger

Group: Default

Filesize: 50.78 kB

Date added: 2011-12-29

Rating: 5

Downloads: 3463

Views: 942

Comments: 8

Ratings: 1

Times favored: 0

Made with: Algodoo before v1.8.5

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My first succesful flamethrower. It doesn't actually shoot flames, but it shoots polygons that act like fire (kind of).

After a certain amount of time, the polygons go away.

Hold Enter/Return to fire the flamethrower.

Just a prototype, so maybe later I'll make the fire look more realistic.

Must have Algodoo 2.0.0 or higher, because it uses custom geometry variables.

UPDATES:

Update1:Changed the fire so that it has tracers on it to make it look more realistic.

Update2: Changed the fire restitution, angvel and friction to make it act more realistic.

Update3: Did away with the lasers and controlleracc scripting, and changed the fire into boxes instead of polygons. Made the fire spawn smoke when it collides with anything other than the plane, other fire and the flamethrower.
Last edited at 2012/01/01 14:20:04 by FruitMonger
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You may be able to simplify it by removing controllerAcc code, onHitByLaser code, and addLaserPen and then adding the following density code:

density := {_time - sim.time < 0 ? 0 : 0.008};

Just saw your update. Tracers create a nice effect.
Last edited at 2011/12/30 01:08:46 by s_noonan
I don't know if that would work, because from what I understand, your script makes the density change constantly over time, and the fire might not float realistically if you do that. But I also don't understand your script completely, so I dunno.

And thank you for the compliment.
Your flame thrower effect is good. That's what counts most.

Regarding: "density := {_time - sim.time < 0 ? 0 : 0.008};"
This code says: If time is up, then density is zero, else density is 0.008.

So density would be 0.008 until time ran out.
Oh, I see now. It's just an if statement without all the brackets. That's why I didn't understand it. Yeah that would be better than what I have. There'd be less script in the spawner, and WAY less lag. I'll try to put that in there.

Edit: I put that density script in there, and it worked perfectly. Thank you very much. Way less lag now. (well, maybe the smoke I added adds some lag, but there's less lag from the fire itself.)
Last edited at 2012/01/01 14:18:29 by FruitMonger
AWESOME:D
Oh and can you make it able to burn or kill stuff? Because it would be fun to butn Bob to a crisp:P
Burn*
100000000000000/10 !!!!!!:coolgrin: