If you employ this in any or all of your published scenes, then NO ONE will be able to play them because the objects with that special code will delete as soon as Algodoo is RUN! Not only will no one be able to copy the scene, but they also won't be able to play it! So, what's the point?
Here is a scene that I posted back in 2014: COPY PROTECT YOUR SCENE! . It shows a couple of ways to protect your scene, and some users also provided some ideas in the comments section. Take a look, it might be helpful.
UDG04 -- Okay, no problem. I was just trying to understand how your idea for copy-protection works. As you can see from my old scene, there are a lot of different ways to do it. Some better than others.
I usually don't worry much about anyone stealing my scenes because most of them operate mostly on scripting which most of the kids don't use. So, if my scene or parts of a scene get used and posted, I will know it immediately. Once you start to use scripting, I think you will also realize that it becomes much more difficult for people to steal them.
This seems like a great learning tool for a classroom but I believe it would be helpful to add some notes to aid the teacher or other educator. For example, explain some things to try (such as increase and decrease motor RPM and motor load, and then observe the results by watching what happens to the torque and RPM of the various driven components). I'm sure there are other experiments that you can think of that would be interesting and educational for students.
I have one suggestion. If you are concerned about historical accuracy, then you might want to research what the actual bullet casing looks like. Yours is not quite correct. You can see lots of examples of real ammo by searching for "9mm pistol ammunition" on Google Images. Except for that one detail, your scene is awesome!
Yes, you are correct. I was mainly commenting about the shape of the case, mainly the rim portion. I know that it would be difficult to modify the ammo AND the mechanism in order to make them work together. So, maybe keep that in mind for a future gun or rifle scene!
1. If the entities are all exactly the same (type, color, size, mass, etc) you can select one of the entities, then right click to see the Edit Menu, then left click on Selection, then left click on Select Alike. All same entities will be selected so that you can apply the same action to all of them. Keep in mind that only works with objects that are EXACTLY alike.
2. I think you can do what you are asking but it's very tricky to use. I think I actually did that in one of my older scenes but I'll have to do some research. I'll take a look to see if I can find it, and then I'll get back to you.
ezpz -- Okay, I found the scene I was looking for quite quickly. The scene is tilted zDepth Change Demo] It uses two script commands named "unDO" and "reDo". Those commands are very tricky to use, and if not used properly can make your scene act quite strangely. The UNDO command does exactly what it sounds like. So, if your script does something which is followed by UNDO, then the action will be reversed. It is exactly like someone pausing the scene and clicking on the UNDO button. When UNDO is used, Algodoo stops running. So, to get it running again you use the REDO command. Those must be used in upDate because any code placed there will run regardless of the status of the RUN/PAUSE button. I can't tell you much more about it, but take a look at my code in the pendulum and see if you can possibly use it for your scene. You might have to play around with it to get it to do what you want it to.
Overall, it looks good and functions very well, but I do have a couple of suggestions: 1. The sign at the top of the hill that reads "Tracks can glitch easily here, be careful" has collision layers which interfere with the tank's motion. 2. Those magenta colored trees look like something from a fantasy cartoon! Maybe color them green so that they look more like real trees.
MyNameIsThis -- I don't understand what you mean by " this is for some figures in the simulation turn in a infection with any color," Infection is when someone gets sick by a virus or bacteria.
Sure, that's a very basic script. Many scenes use it but with different color values. By the way, the 2 and the 9 are not valid RGB values. Each RGB value must range between 0 (zero) and 1.0. It won't hurt anything by using a value greater than 1.0, but it really doesn't have any effect on color saturation or transparency.
ANY names of any object in Algodoo scenes are allowed as long as the names aren't cuss words or those sorts of things. I think you need to READ the Rules again so that you understand them. Whoever told you names aren't allowed is lying to you, or they are making up their own rules.
You were banned a couple of weeks ago for posting RESULTS. It was not because you gave your marbles names. Results and all other forms of announcements are not allowed. As you know, if that happens again, your next ban will be forever, so I hope you learned your lesson.
Well, there is really a lot to learn. It's not just one simple line of script, and there are a lot of different configurations of circles with tracers. So, the best way for you to learn is to go to the Algodoo FORUM and read some of the many postings that explain about spawning objects. For example, under the main heading called "Thyme Scripting" there is a post titled "Spawning Stuff, For Dummies". Do a search for that title and read what it says. You can also find a lot more information by searching on "spawning" or "Spawning circles" or "spawning squares". It's too much information to put here in the comments so you'll have to do some work and find what you need to know in the FORUM. After you learn how to spawn objects, I will try to answer specific questions if you have any.