Pos (Position) Scripting
5 posts • Page 1 of 1
Pos (Position) Scripting
I was working on a roket that comes out of an AA turret. But when the rokets spown the all come at pos := [-0.50000000, 5.2500000]; I want them to fallow the turrent and not spawn at the starting point after the turret is gone and left. Here is my code for give its extreem longness
Scene.addBox {
collideWater := true;
color := [0.63757920, 0.54548198, 0.55474502, 1.0000000];
onCollide := (e)=>{};
attraction := 0.00000000;
controllerAcc := 11.000000;
onHitByLaser := (e)=>{};
heteroCollide := false;
immortal := false;
opaqueBorders := true;
refractiveIndex := 1.5000000;
killer := false;
text := "";
friction := 0.50000000;
materialName := "";
restitution := 0.50000000;
drawBorder := true;
controllerInvertX := false;
controllerInvertY := false;
textFont := "Verdana";
edgeBlur := 0.00000000;
textFontSize := 32.000000;
controllerReverseXY := false;
resistivity := +inf;
ruler := false;
airFrictionMult := 1.0000000;
showVelocity := false;
density := 2.0000000;
textConstrained := true;
textureClamped := [false, false];
reflectiveness := 1.0000000;
textColor := [1.0000000, 1.0000000, 1.0000000, 1.0000000];
showMomentum := false;
textureMatrix := [1.0000000, 0.00000000, 0.00000000, 0.00000000, 1.0000000, 0.00000000, 0.00000000, 0.00000000, 1.0000000];
texture := "";
inertiaMultiplier := 1.0000000;
showForceArrows := false;
collideSet := 1;
materialVelocity := 0.00000000;
attractionType := 2;
textScale := 0.50000000;
entityID := 44;
zDepth := 17.000000;
layer := 0;
geomID := 4770;
pos := [-0.50000000, 5.2500000];
angle := 0.00000000;
vel := [0.00000000, 0.00000000];
angvel := 0.00000000;
size := [0.50000000, 4.0000000]
};
Scene.addPen {
geom := 4770;
relPoint := [0.00000000, -0.75000000];
color := [0.14000000, 0.055999998, 0.070659496, 1.0000000];
fadeTime := 1.5000000;
opaqueBorders := true;
followGeometry := true;
size := 0.31250000;
entityID := 192;
zDepth := 24.000000;
layer := 0;
rotation := 0.00000000
};
Scene.addThruster {
geom := 4770;
relPoint := [0.00000000, -1.5000000];
color := [1.0000000, 1.0000000, 1.0000000, 1.0000000];
force := 1100.0000;
opaqueBorders := true;
followGeometry := true;
size := 0.35848492;
entityID := 45;
zDepth := 18.000000;
layer := 0;
rotation := 1.5707964
};
Scene.addPen {
geom := 4770;
relPoint := [0.00000000, -0.25000000];
color := [0.79000002, 0.74771422, 0.70310003, 1.0000000];
fadeTime := 1.7500000;
opaqueBorders := true;
followGeometry := true;
size := 0.31250000;
entityID := 194;
zDepth := 23.000000;
layer := 0;
rotation := 0.00000000
};
Scene.addPen {
geom := 4770;
relPoint := [0.00000000, -1.2500000];
color := [0.81000000, 0.81000000, 0.068849981, 1.0000000];
fadeTime := 0.31000000;
opaqueBorders := true;
followGeometry := true;
size := 0.31250000;
entityID := 193;
zDepth := 25.000000;
layer := 0;
rotation := 0.00000000
}
So can anyone help me?

(Edit, Thanks for your posts, but I want the spown location to fallow the moving turret. I want to somehow have the spown cords to change as the cords of the turret do. Is there some code for that?)
Scene.addBox {
collideWater := true;
color := [0.63757920, 0.54548198, 0.55474502, 1.0000000];
onCollide := (e)=>{};
attraction := 0.00000000;
controllerAcc := 11.000000;
onHitByLaser := (e)=>{};
heteroCollide := false;
immortal := false;
opaqueBorders := true;
refractiveIndex := 1.5000000;
killer := false;
text := "";
friction := 0.50000000;
materialName := "";
restitution := 0.50000000;
drawBorder := true;
controllerInvertX := false;
controllerInvertY := false;
textFont := "Verdana";
edgeBlur := 0.00000000;
textFontSize := 32.000000;
controllerReverseXY := false;
resistivity := +inf;
ruler := false;
airFrictionMult := 1.0000000;
showVelocity := false;
density := 2.0000000;
textConstrained := true;
textureClamped := [false, false];
reflectiveness := 1.0000000;
textColor := [1.0000000, 1.0000000, 1.0000000, 1.0000000];
showMomentum := false;
textureMatrix := [1.0000000, 0.00000000, 0.00000000, 0.00000000, 1.0000000, 0.00000000, 0.00000000, 0.00000000, 1.0000000];
texture := "";
inertiaMultiplier := 1.0000000;
showForceArrows := false;
collideSet := 1;
materialVelocity := 0.00000000;
attractionType := 2;
textScale := 0.50000000;
entityID := 44;
zDepth := 17.000000;
layer := 0;
geomID := 4770;
pos := [-0.50000000, 5.2500000];
angle := 0.00000000;
vel := [0.00000000, 0.00000000];
angvel := 0.00000000;
size := [0.50000000, 4.0000000]
};
Scene.addPen {
geom := 4770;
relPoint := [0.00000000, -0.75000000];
color := [0.14000000, 0.055999998, 0.070659496, 1.0000000];
fadeTime := 1.5000000;
opaqueBorders := true;
followGeometry := true;
size := 0.31250000;
entityID := 192;
zDepth := 24.000000;
layer := 0;
rotation := 0.00000000
};
Scene.addThruster {
geom := 4770;
relPoint := [0.00000000, -1.5000000];
color := [1.0000000, 1.0000000, 1.0000000, 1.0000000];
force := 1100.0000;
opaqueBorders := true;
followGeometry := true;
size := 0.35848492;
entityID := 45;
zDepth := 18.000000;
layer := 0;
rotation := 1.5707964
};
Scene.addPen {
geom := 4770;
relPoint := [0.00000000, -0.25000000];
color := [0.79000002, 0.74771422, 0.70310003, 1.0000000];
fadeTime := 1.7500000;
opaqueBorders := true;
followGeometry := true;
size := 0.31250000;
entityID := 194;
zDepth := 23.000000;
layer := 0;
rotation := 0.00000000
};
Scene.addPen {
geom := 4770;
relPoint := [0.00000000, -1.2500000];
color := [0.81000000, 0.81000000, 0.068849981, 1.0000000];
fadeTime := 0.31000000;
opaqueBorders := true;
followGeometry := true;
size := 0.31250000;
entityID := 193;
zDepth := 25.000000;
layer := 0;
rotation := 0.00000000
}
So can anyone help me?
(Edit, Thanks for your posts, but I want the spown location to fallow the moving turret. I want to somehow have the spown cords to change as the cords of the turret do. Is there some code for that?)
Last edited by acerjojo12 on Sat Oct 29, 2011 3:05 pm, edited 1 time in total.
- acerjojo12
- Posts: 2
- Joined: Sat Oct 29, 2011 12:40 am
Re: Pos (Position) Scripting
pos := [-0.50000000, 5.2500000];
quoted from your script, you should alter this (into something like pos:= e.pos;)
Oh, and could you try to type regular english, really helps.
quoted from your script, you should alter this (into something like pos:= e.pos;)
Oh, and could you try to type regular english, really helps.
Basically, there are only 10 types of people in the world. Those who know binary, and those who don't.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
-

monstertje3 - Posts: 343
- Joined: Sat Sep 05, 2009 4:29 pm
- Location: N-H, NL
Re: Pos (Position) Scripting
It looks like you used the copy-paste method for spawning. You could try to learn some Thyme to write a spawn script from scratch, or try to make the rocket on the place you want, and then use the copy-paste method. To give the rocket velocity you can change the variable (vel := [10,0] for example).
Cave Johnson wrote:Do you know who I am? I'm the man who's gonna burn your house down! With the lemons! I'm gonna get my engineers to invent a combustible lemon that burns your house down!
-

Matten - Posts: 435
- Joined: Mon Apr 05, 2010 2:03 pm
- Location: The Netherlands
Re: Pos (Position) Scripting
Thanks for your posts, but I want the spown location to fallow the moving turret. I want to somehow have the spown cords to change as the cords of the turret do. Is there some code for that? 
- acerjojo12
- Posts: 2
- Joined: Sat Oct 29, 2011 12:40 am
Re: Pos (Position) Scripting
The older (pre-v2.0) code scene.my.pos = e.pos will work--just keep in mind that you have to update it every step/frame; the best way to do this is with an alternating collider or with a laser.
Just for some context, e.pos is a relatively powerful command, and as its name suggests, gives you the position ('pos") of an event ("e").
I think there is a new way to read the position as of v2.0, but I still need to do my homework on the new additions to thyme.
Just for some context, e.pos is a relatively powerful command, and as its name suggests, gives you the position ('pos") of an event ("e").
I think there is a new way to read the position as of v2.0, but I still need to do my homework on the new additions to thyme.
-

TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
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