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Okay, now I see what the problem is. You have to press W key BEFORE you press Return to start the game. If you wait too long, the police car will hit you, and then only the W key works, but not the other keys.

Suggestion: Rather than use the Return key to start the game, use the W key so that the car will start moving as soon as the game begins.

Thanks
Please explain in more detail. Are you asking how to "Spawn" a box when two objects collide?
They are not ragdolls? They are peoples? :bonk: :lol:
Works flawlessly. Excellent design! :tup: _o_ :tup:
Thanks Phil. The script is actually quite simple. :lol:
Good tutorial.

I have a little blowback operated .22 pistol which doesn't have an ejector. It's a pain in the butt during misfires because the only way to get the cartridge out of the chamber is to stick a metal rod down the barrel and push it out of the breach. It's a little .22 auto (Model 21A) made by Beretta. Maybe you would like to make a scene of it? If so, here is some information about it: http://en.wikipedia.org/wiki/Beretta_21A_Bobcat
It's actually quite simple unless you have no programming experience at all. In that case, it may be a little confusing.

One way to spawn a box from a collision is to create a box in the scene with the size and color that you want. Then SELECT it. Then COPY it (Ctrl-C keys). Then PASTE it into the Oncollide script of the box or circle that will collide.

Now, each time that box or circle collides with another geometry, a box with the size, color, and position of the original box that you copied will spawn. If you want to make the spawned boxes spawn in at the exact position where the collision took place, then you need to change the "pos" script in the Oncollide. You do that like this: pos := e.pos e.pos is the position where the collision took place. If you want some other specific location, then put the desired X,Y location like this: pos := {4.325,1.599]

Hope this helps!
Last edited at 2014/01/29 16:10:48 by Xray
It's totally black.
I find a lot of nice images on Google "images". Go to Google.com, then click on the "images" link. Then search for the kind of image that you are looking for by typing your request in the search text box. You can search for images such as "police arresting a criminal" or "nuclear power reactor", or "fuel injector for V6 engine". Anything!

But if you are looking for animated gifs, then do not go to "images". Just search on the regular Google search page like this: "running deer animated gif". Or you can search for "animated gifs" and you will get a list of many animated gif websites.
Last edited at 2014/01/29 16:20:28 by Xray
lololoer -- It does not give decimal results when dividing integers. For example: 3/8 = 0
Yes, I see that now. Thyme assumes integer values when a decimal point is not used for input. So, 3/8 =0 BUT it assumes real values when a decimal point is used: 3.0/8.0 = 0.375

Nice job on the scene! :tup:
I use a free program called Microsoft GIF Animator. Search for it and you will find websites to download it. :)
Unfortunately, Algoryx will no longer fix any bugs or make any improvements to Algodoo. Ever since it became free, they no longer support it. That could possibly change down the road, but I suspect that it will not be very soon. :cry:
Last edited at 2014/01/29 17:39:01 by Xray
Here is a calculator that kilinich designed a long time ago: (Phun Only) Desktop Calculator Although it was designed for the old program called "Phun" it does seem to work with Algodoo. When I type 3/8 it does give an answer in real numbers. Maybe you could look at kilinich's script to see if he did anything special to handle integer inputs.
It would be cool if you can make it so that the barrel rotates open like in the real gun. :tup:
Good job! :tup:

I have just one suggestion: The battery charges too quickly. In real life, it takes some time for a battery to charge. Make it more realistic.

Thanks!
Thanks! :)
Oh, Okay. Thanks!
Yes, just like many other Semi-autos you can load one round in the chamber and pull the trigger with your thumb on the hammer as you allow the hammer to slowly move forward into its uncocked position. At that point, the trigger will operate D.A. only on the first round. After that, all subsequent rounds are S.A.
Very clever! Good job! :tup:
That's not the correct type of ammo for a revolver. The cartridges that you used are "rimless" and are used in semi-automatic guns. Revolvers use "rim" type cartridges (either center-fire or rim-fire depending on the type of gun).

So, if you want to be accurate, you need to modify the type of cartridges you used here. Here is a paper that explains more about it: Cartridge Types


Just a friendly suggestion. :)
Last edited at 2014/01/30 01:51:26 by Xray
Nice job overall! :tup:

Now the issues:
1. Loading a single cartridge into the breech was very tricky. After 10 or 12 tries I finally figured out a way to do it with some consistency. The same for inserting the magazine, but as you know, I have trouble with doing that on just about every gun on Algobox that has a magazine! :lol:

2. The gun does not fire. After loading a cartridge, I tried firing in S.A. and D.A. modes, and neither one would fire. So, I don't know if it's something that I did wrong, or if there's a glitch in the gun.

What do you think?
By George, you've got it!:tup: Works every time now.:)

Now I won't hesitate rating it a 10. Great job, Phil!
Excellent! :tup:

Just one suggestion: Explain what the different color microbes represent so that we have some clue as to what we are looking at. Thanks!
I get an error also, the same as s_noonan.
HAIL KING PID! _o_ _o_ _o_
I wish MY lawnmower did that! :lol:
You need to explain how the game works so that people have a clue how to play it. Thanks
hghgjhghg
Your previous scene, "My realistic electricity" was well made, simple, understandable, and it worked well. This new scene is confusing and too complex. I had trouble trying to understand it all.
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