I agree with Kilinich. You are very talented to be able to convert math equations into efficient Thyme script. Those lasers that rotate and follow the corners of the box is quite clever. I don't recall any other scene that does that.
Well, one weapon that we occasionally see in the news is the RPG (Rocket Propelled Grenade). Up until just a few years ago, the average non-military person had never heard of such a weapon, but now with the U.S. involvement in Iraq and Afghanistan, the RPG is becoming more familiar to a lot of people. I did a search on Algobox and I did not find many RPG's, but it just might be the way I was searching. So, what do you think about that?
Overall, the gun functions very well, but the projectiles don't go very far. In fact, they FALL out of the barrel! I think your shot shells need a little more power if you expect to kill a bad guy across the room!
Hmmmm.... That might be fun to do. But before I agree and maybe bite off more than I can chew, I would need more information before committing to it. Let me hear more details about the game and what you have in mine about how the game might work.
It might be better if we discussed this through the Algodoo private message system in the forum. My user name in the forum is the same as with Algobox. Will that work for you?
EDIT: After playing with this for a while, I noticed that the gun tends to drift down over time. I was able to stop that by changing the "legacyMode" in the axle that adjusts elevation, to 0 (zero) instead of 1. Also, I noticed that some of the mechanical parts were rather shaky, and I was able to smooth out the shakiness by changing the simulation frequency from 60 to 100.
I haven't done anything else besides those two things, and I am still thinking about how we can implement a game with this.
Hi lololoer - That's a great question, but unfortunately, I don't have an answer. My guess is no, you cannot name operation signs in Algodoo, but I will check with the other Admins to see what they say about it.
lololoer - Admin "tatt61880" gave me this suggestion which uses the "eval" function:
f = (v1, op, v2)=>{eval(v1 + op + v2)}
f(6,"/", 3)
Is that what you were looking for?
Also, on the forum log-in page, there are two links. One says "I forgot my password" and the other says "Resend activation Email". So between those selections, you should be able to get back on the forum. Let me know whether or not you have success.
I thought about reversing the script as you had suggested, but it was very late last night when I uploaded this scene, and the brain was pretty fuzzy (hence, the misspelled word). I'll do the script switcheroo later when I have time.
Nice gun, and the gold looks great! Only problem is the empties don't eject hard enough and often end up stove-piping. Other than that minor problem, this gun is awesome!
Just a couple of minor points...
1. You have to zoom in close in order to pull the trigger with the grab tool, and then QUICKLY zoom out to watch the grenade hit the target wall. Maybe add "Return key activation" for the trigger so that the user can stay zoomed out while firing the RPG.
2. I had to disable rotation on the grab tool in order to load the rocket. Otherwise it took a lot of fumbling around. So, maybe for this particular scene it might be good to disable rotation on the drag tool so that the user doesn't have to do that himself. Thoughts?
Interesting design, and quite clever! The only thing that I had a problem with was the reset function. If things don't go quite right (like a jam, etc) then when I try to clear it and reset it, the printer starts spawning more material before it is clear of jammed material. I think it might reset better and cleaner if you combine the "clear" and the "reset", rather than as separate functions. Then maybe give a small delay before the printer starts spawning more material in order to give the reset function a chance to clear and reset the printer before starting over. Just a friendly suggestion.
That proximity detection might be one that I came up with by using script that someone else developed for a different purpose. With it, one geometry can detect the presence of another geometry within a certain radius. Your idea is a good one, but it has to be properly-implemented for it to become a good game. For me, I would rather make no game at all than to make a crappy one. (I'm sure you agree). So, I will try a few things over the next couple of days to see if such a game is doable, and I'll let you know when I come up with a prototype "test" game.
HAPPY ANNIVERSARY! You have been around since the early days of Phun and the initial release of Algodoo (May 2009)!
!!!!!CONGRATULATIONS!!!!!
BTW - The gun worked well for me. I just had a little trouble loading the magazine, but I always have that same issue with virtually every gun on Algodox (Therefore, the problem must be ME! )
Um... The slide seems to be a little sluggish, and it doesn't always return to battery. I restarted the scene a number of times, just to see if it would happen often, and it did. My gut feeling is that maybe some of the parts need a little less friction between them (a little "oil"?). What do you think?
Oh, and one more thing.... When I release the slide stop, the gun does not fire until I manually pull the slide back to chamber the first round.
Overall, feed and ejection seem to be improved, but still not 100% (sorry). The slide is still a little "sticky" at times going forward into battery, and there is the occasional misfire or bad ejection (stove pipe).
And just as a "by the way", I noticed that you had the simulation speed set at 0.50. Was that intentional or was it an oversight?
If the gun performs well for you, then the problems that I'm seeing just may be due to the speed of my computer, or how Algodoo happens to be set up. So, don't make changes based on what I am saying especially if no one else is having problems. I would feel bad if you put a lot of time into fixing a problem that only I am seeing!