There's a bug in this scene. The side of the kool-aid machine is jamming the motor-controlled lever, preventing the lever to release the kool-aid. Also, when I fixed it, the water gushes out and tips the waiting cup.
The scene is scripted to Scene.my.{variables}, if you remove the piece of land above the car, you'll see the scripted controls, so the car will only work in the scene. My suggestion is to delete my course, make your own, and save it under a different title. Of course, I would make another one, but i am, as I say, busy.
globeliner- Thanks! Well, the version of algodoo I'm using the bomb works, but I don't know if algodoo 2.1 works with it.
lucnan - Switches, teleports, locked doors, bombs, and most of my little gadgets in Powerball use up some OnCollide and Console scripting. For a little example see my scene = Oncollide and Console Scripting. OnCollide is really useful, and so is console. If you want to learn how to console script, and scene.my.variables scripting, I suggest go to Thyme Scripting in the algodoo forums.
Pretty tiny! Since I have a low performance computer, sometimes it appears and disappears! The smallest car in the real world of my knowledge is formed by two atom "bucketballs" put together to roll.
I keep staring at the announcement at the forums. It says the shader support for 2.1.0 is a minimum of 2.1. And my computer's version of opengl is 1.4. Can't by a new computer.
How do I save the position, without "OnDie"? Do I have to script every danger to the ball?
And I'm going to spawn 13 pens (tracers) and a ball?
You should also teach how to incorporate variables and scripts to make all kinds of creative scenes and what ways you can use them.
Another suggestion is that you can show what type of scripts or values can you put in the console. Did you know you can put boolean (true or false), arrays of scripts or even texts?
It's fairly simple. I took advantages of algodoo when two objects with same collisions are placed together, and when the sim is played, they burst open. (Much like how people create bombs.) So I glued a 0 collision object together with the "player" and attached two boxes aside to it so the object won't flip over. I script the 0 collision box into a variable. I created a flipper, and when the flipper is activated (press up) the 0 collision becomes collidable. That shoots the "player" upwards as a jump.