an awesome idea that could change phun as we know it please

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an awesome idea that could change phun as we know it please

Postby prototypeX99 » Sun Jan 09, 2011 4:07 pm

ok heres an idea its a green square when you click it it will change to red and nullify controls of all objects in the same group as the object it was fixated/hinged/attached etc. to. so basically you click it it goes green and you can use the controls of the grouped objects then you click it again and it goes red and you cant. making it possible for AWESOME easy to control vehicles i.e. you never have to worry about complicated control ever again! make it phun compatible if possible please :twisted: .
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Re: an awesome idea that could change phun as we know it please

Postby Chronos » Mon Jan 10, 2011 6:02 am

wat.
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Re: an awesome idea that could change phun as we know it please

Postby Someone Else » Mon Jan 10, 2011 8:14 am

I think what prototype is attempting to say is something like:
:arrow: You have a box.
:arrow: When you click on the box, its color alternates between red and green.
:arrow: There are some hinges and/or lasers with key controls attached to the box.
:arrow: At regular intervals, the box checks its own color.
:arrow: When the box decides that it is red, none of the key controls attached to it do anything. That is, if a motor is on when the box turns red, the motor stays on.
:arrow: When you click the box again, it turns green and all the attached key controls work again.

Really, I think that instead of clicking on the box, there should be a key control attached to it. So, maybe, press 1 to allow the arrow keys to control the turret, press 2 and the arrow keys will control the wheels.
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Re: an awesome idea that could change phun as we know it please

Postby Rrobba » Mon Jan 10, 2011 8:07 pm

To be honest I'm still a little confused, but if he means what I think he means, then I half-support.
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Re: an awesome idea that could change phun as we know it please

Postby Rideg » Mon Jan 10, 2011 8:55 pm

I still don't get it why this topic is in this section. Explain? :problem:
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Re: an awesome idea that could change phun as we know it please

Postby ducky21 » Tue Jan 11, 2011 1:37 am

You could do this in scripting.
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Re: an awesome idea that could change phun as we know it please

Postby Chronos » Tue Jan 11, 2011 7:15 am

I still don't get wat.
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Re: an awesome idea that could change phun as we know it please

Postby gameplayer » Tue Jan 11, 2011 9:35 am

I agree :clap:
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Re: an awesome idea that could change phun as we know it please

Postby Rideg » Tue Jan 11, 2011 4:46 pm

ducky21 wrote:You could do this in scripting.

But this is a suggestion that doesn't affect scripting isn't it?
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Re: an awesome idea that could change phun as we know it please

Postby ducky21 » Tue Jan 11, 2011 5:03 pm

Right. My feeble attempt to defend him is that he wants it done in thyme, and wants help doing so.
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Re: an awesome idea that could change phun as we know it please

Postby Rideg » Tue Jan 11, 2011 5:08 pm

oh well it would bother me that the object that would be clicked would be selected every time you click it.
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Re: an awesome idea that could change phun as we know it please

Postby Rrobba » Tue Jan 11, 2011 7:36 pm

Rideg wrote:oh well it would bother me that the object that would be clicked would be selected every time you click it.


I agree.

Keyboard buttons should be assigned to do this task.
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Re: an awesome idea that could change phun as we know it please

Postby Someone Else » Wed Jan 12, 2011 1:25 am

Exactly. Thanks for restating the second-to-last sentence in my post.
But I can't do much more for explanation.

This kind of thing would really only be useful in a situation like this:
:arrow: You have this epically complicated flying-submarine-boat-car-transformer-thing-with-fifteen-guns.
:arrow: You say to yourself, That's a ton of controls. I would need five keyboards to control everything even if each function had eight keys attached to it.
:arrow: You then say, Hmm... What if I could press one key to activate one small part of the epic-ma-bot, so I could then use the arrow keys to control only the big cannon or whatever is propelling the bot or whatever.
:arrow: But I still need a bunch of keyboards.
:arrow: Why don't I add several layers of these selector things?
:arrow: But I can't tell what mode I am in.
:arrow: I can just make a box so that when the controls tied to it are engaged, it turns green, but when its controls are disengaged, it becomes red.

Does that make sense? Maybe?
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Re: an awesome idea that could change phun as we know it please

Postby ducky21 » Wed Jan 12, 2011 5:39 pm

It makes sense. I could do this in thyme.
:arrow: When clicked
:!:Change color
:!:Change Variable
:arrow: When Variable is on, enabble controls
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Re: an awesome idea that could change phun as we know it please

Postby Rideg » Wed Jan 12, 2011 9:29 pm

It's easy thyme but still the problem remains. Clicking an object would select it. :problem:
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Re: an awesome idea that could change phun as we know it please

Postby Someone Else » Wed Jan 12, 2011 9:34 pm

Correction:

:arrow: When collided,

:arrow: Check to see if some of e.other.* are correct.
. . .:arrow: If color == [0, 1, 0, 1]
. . .:arrow: And controllerAcc == 25
. . .:arrow: And textureMatrix(8) == 295.1
. . . . .:!:Change color to e.other.color
. . . . .:!:Change scene.my.var1 to True

:arrow: If not, check to see if these e.other.* are correct.
. . .:arrow: If color == [1, 0, 0, 1]
. . .:arrow: And controllerAcc == 15
. . .:arrow: And textureMatrix(8) == 136.7
. . . . .:!:Change color to e.other.color
. . . . .:!:Change scene.my.var1 to False

:arrow: When scene.my.var1 is True, enable controls.
:arrow: When scene.my.var1 is False, disable controls.

For some odd reason, on these forums, when a space is surrounded by two more spaces, it disappears.
So, I alternated spaces with periods.

Does my...um.. Thymeglish make any sense?
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