Actually the first couple iterations of the anti missile scene had that "bug" where the missile would follow the missile its after! I could try to replicate it!
Alright for the code all you have to do is add _target := _target to the anti missile spawn circle script and put the giant vel equation in { } like vel := {...}. Hope that makes sense!
Thank you! I'm guessing you're talking about the extra 40 tooth gear. From the video i modeled this hoist after (http://www.youtube.com/watch?v=3j55IAg3GgE#t=21) It seems like in algodoo you don't need the extra gear but in real life you do.
Well it detects everything boxes, circles, and polygons
Laser goes 300m
can account for moving objects and moving detector
gets the entityID like he asked
and detector is always running
The ray casting (lasers) get the size from a box so you can't have circles or polygons yet. I'm away from my computer for the next week so I'll add a circles when I get back!
Thank you! That is from algodoo not rendering perfectly and leaving little lines down the sides of the boxes. I had the size of the boxes (Pixels) higher before but it makes them overlap in weird ways so i leave it closer to the normal size.
And that explains why the memory never freed up. But for some reason every time i call scene.removeEntity(entityid) i get an error "RemoveEntity called on non-entity: "