To write in color, simply type out [color=red.] behind what you want to be red, but remove the period. Then type out [/color.] after what you want to be red, but again, remove the period.
You can do this with many, many different colors. You can do it with red, orange, yellow, green, cyan, blue, indigo, purple, pink, gray, white, silver, and pretty much anything in-between. (you might have to select the text in order to see everything, because there's some bright colors in there. )
So if you didn't know that +inf inertia multiplier makes objects perfectly stable, how do you keep doing it in your walker scenes? Did you download a scene with a +inf inertia multiplier object and then just change its shape, without knowing how it worked?
Okay, I'll just tell you exactly why it doesn't work, because I don't want you thinking it's my computer or something.
It doesn't work because it's mostly skin, and so you won't know where to put a magazine, because there's no magazine guide or anything, so that causes you to break the gun. When the gun gets broken, the magazine won't stay in, so the gun won't function.
Even if the magazine stays in, it's half scripted anyway, so......bleh.....
I don't get it. What did you do to it? It didn't explode with paint or anything, so unless there's something else you changed that I didn't notice, all you did was steal J-dewd's gun.
Hmm........ I like it, but I see a few problems with it. Lemme show you in a scene response, and I'll also show you how to make it a bit more efficient.
Thanks, I'm glad you like it. I was afraid the gunpowder would be too weak.
And it didn't come loaded? I'll have to look into that, because I changed the scene up a bit, so maybe I just forgot to re-load it.
Ahh! Numbers two and three, that's what was wrong! I made this pretty late at night, so I wasn't thinking the clearest, and I must've typed my scripting wrong by mistake. Thanks a lot.
Well, I'm not that experienced with scene.entityByGeomID, so you might be better off asking on the forums if you want all the details, but I believe it basically finds an entity within the scene using readables (variables that you can read, but not change), and then allows you to use that entity for its variables and stuff.
As for the followers, it's actually quite simple, once you understand how to use scene.entityByGeomID.
Basically, there's a script that I use along with scene.entityByGeomID that assigns the circle the name "A", and then you can use the circle's variables, like pos and radius, for anything you want. (the script is "a := Scene.entityByGeomID((readable(entity)).geom)"(For fixates and hinged you want it like this:
a := Scene.entityByGeomID((readable(entity)).geom1);
b := Scene.entityByGeomID((readable(entity)).geom0)))
For the mouse follower:
The mouse follower takes A (remember, A = circle) and extracts its pos, then finds the difference between app.mousepos and the circle's pos (app.mousepos is the position of the mouse cursor in the simulation), and assigns the X/Y pos difference to the X/Y thrusters, but multiplies it by 50 or so.
For the camera follower:
The camera follower is basically the same as the mouse follower, but instead of using app.mousepos, it uses scene.camera.pan instead.
And that's about all there is to it. If you need any more info, feel free to ask, and if you don't understand a part of my explanation (which is somewhat likely, because as of now it's about 12:10 A.M. where I am), I'll try to explain it better/further.
Hope that helps. Have a nice day .
(Or, you know, night )
There are differences between 2.0.1 and 2.0.2 scripting, and that's probably why. I believe there are more scriptable variables on geometries in v.2.0.2 (like pos, radius, vel, etc.), and it uses those variables.
It's actually not a 2 stroke. The cylinders are just infront of each other, so it looks like a 2 stroke, but if you triple click one of the cams (or right click and select alike) and delete the selected ones, you'll see it's a 4 stroke.
I'll upload a scene response that shows how it's not a 2 stroke.
Also, I actually have tried the spring rod technique, and didn't really like it. It's a lot uglier and finickier in my opinion, but thanks for the suggestion anyway .
And you know, I hadn't thought of it, but recoil wouldn't be very hard to implement... at least I don't think it would....
Next project := Recoil Implementation
And yeah, you could use the mouse wheel, but I wanted it to feel a little more like a real first person shooter game, instead of having to drag the camera around to aim, which I don't think you can do in any FPS I've heard of.