Lasers
7 posts • Page 1 of 1
Re: Lasers
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I can make gameplay sigs too!
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Jallaboy - Posts: 30
- Joined: Tue Sep 01, 2009 5:01 pm
Re: Lasers
If you want to turn gravity off on an object you can set it's density to the same as air, I think it's 0.01;
and for everything you do sim.gravitySwitch = false.
onLaserHit(inside laser)
You can access anything the laser touches using e.geom.* in the onLaserHit box, you can change any properties you wish with this method.
and for everything you do sim.gravitySwitch = false.
onLaserHit(inside laser)
- Code: Select all
(e)=>{e.geom.density = 0.01}
You can access anything the laser touches using e.geom.* in the onLaserHit box, you can change any properties you wish with this method.
- BoJaN4464
- Posts: 8
- Joined: Fri Sep 18, 2009 1:04 am
Re: Lasers
or, you also might want to turn the gravity direction, so
sim.gravityangleoffset = angle in radians
sim.gravityangleoffset = angle in radians
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
- Joined: Mon Aug 31, 2009 8:43 pm
- Location: Brazil
Re: Lasers
or changing the gravity strength to 0(m/s²) 
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
- Joined: Mon Aug 31, 2009 8:43 pm
- Location: Brazil
Re: Lasers
BoJaN4464 wrote:If you want to turn gravity off on an object you can set it's density to the same as air, I think it's 0.01;
No that's wrong. If you set the density of a objact to the density of air, gravity still exists for this object. Buoyancy and gravity just compensate each other.

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KarateBrot - Posts: 825
- Joined: Mon Aug 31, 2009 7:32 pm
- Location: Germany
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