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Check the console. there are tons of warnings:huh:

nice idea, so 10/10
That's not new - used before in the K-pointer.

but still original, so, a 10/10

PS:is console/notepad precision needed?
is it if you mouse-control it?
Good idea.
You forgot to set drawborder/cake to false on the spawning
actually, its not semi-automatic because the firing pin isn't moved back and down after firing. fnorgen 's weapons are semi-automatic, because it doesn't matter how much you hold down the trigger, it gets blocked by the weapon
10/10, even if i was working on a collideset engine before that one(2 months ago, but project got scrapped before i finished when i got a virus)
no. AFAIK, thyme is computed at 60 hz. slower sim speed means more hertz/time
actually its "scientists", not "scienticts"(update the title):tup:
simple yet effective.
What is that navy manual?
Crusher fail at the end:lol:
?
@tank2333: It doesn't damp angular velocity. so, to do so, just fit a lucid device in^^
@stinkbomb: you can use hinges or fixates, it doesn't matter that much
Too bad id doesn't support alt-fire
broke it with 2 keypresses(aimed down, then fired MG rack. bullets got stuck in tread, and it couldn't move afterwards).

anyways, nice effort, so 9/10
theres no need for a tailfin because you cannot turn yaw/roll, due to the fact that this is a 2D environment:lol:

also, i suck at skinning. besides, who is crazy enough to strap a machinegun into a RC chopper?
actually, if you're lucky, the mech CAN walk over the box
OK, someone rated this a one. Reporting....
@S4MP:killer is not in the best location, i know. but you can still land perfectly if you go smoothly.
don't lie. the Triroller has been long round since beta 4
looks like bullets are from an "UT99 flak cannon" i've found somewhere else^^
theres no way to track the position of an object, so just make it mouse-pointed for now(NOT ballpointed).

first, you need to calculate the angle between [gunx+anything positive, guny], [gun], and [app.mousepos]. then making a comparation to the angle gun is pointing at(AFAIK, math.atan2(e.normal) should do the trick, but... theres no atan2 in phun:lol: , so you should emulate it by using 2*math.atan(e.normal(1)/(e.normal(0)+1))

then. the gun's motor(or just a turning mechanism) needs to be changed in according to that, in an attempt to make the ground-gun-mouse angle minus the angle gun is pointing as closest to zero as possible

i suck in trigonometry, so.... good luck:huh:
Last edited at 2009/08/25 01:30:00 by RA2lover
good one, but if you are trying that way, it will only work close to sim center.

an idea is to get somethat of a calcunit on the bottom left of the crane(other corners are possible, but its more complicated:*) ), and then do some calculations, like.... Y springlength = beacon pos(1) - e.pos(1), and X spring length = beacon pos(0) - e.pos(0).

BTW, if you're looking for as little scene.my. variables as possible, just make a list(example = texturematrix, color, textcolor).

an example of this array would be = [X beaconpos, Y beaconpos, Springlength x, springlength y]

for the springs, using that setup, it wouldn't be directly calculated into, so that you can save other 2 values in the list:lol: . it would be like that. for beacon = scene.my.variablelist(or any other name you choose) = [e.pos(0), e.pos(1), scene.my.variablelist(2), scene.my.variablelist(3)]
for spring lengths, located in that calculating unit i stated earlier, it would be...
scene.my.variablelist = [scene.my.variablelist(0), scene.my.variablelist(1), (scene.my.variablelist(0) - e.pos(0)), (scene.my.variablelist1 - e.pos(1))]

hope that helps:tup:
and tweaking(hey, if you overdo it the car will fly)
So, basically,thats a K2-probe ripoff, right?:bonk:

actually, AFAIK, thyme has its stuff updated at 60 hz instead of 100, and idk if theres a way to change that.

this is why i use 50hz frequency things instead of "100hz" things
nah. on the 'machinegun' mode, it basically "cannot hit a barn at point blank range!"(sentence ripped off from my comment on mattyboy's artillery). great concept, but poor implementation
fails on working on rack sizes greater than 48
it does shoot, but in a craptastic manner.
sometimes the trigger circle misses the "target". other than that, nice.
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