Help for thyme scripts
3 posts • Page 1 of 1
Help for thyme scripts
I am currently making a chainreaction minigame, and I need help with following effects:
an script which makes the executing object scan it's surrounding area(radius 5) for the first-best circle(circles only, if a polygon or rectangle is nearby, it shouldnt scan it), and then saves the position of it in an local e.this._target variable so i can use it for the rest of the scripts.
An on-update script which alters the speed of an newly spawned object so it mooves in a spiral form around it's spawn point, becomming faster a short over time and thus distancing faster from the point the script was executed
If you have suggestions for one of these 2 scripts, please write them down in a comment. Use a general form(like (i)=>{}), and don't care to much about certain values. I will adjust the values inside the script to numbers that fit best for me
an script which makes the executing object scan it's surrounding area(radius 5) for the first-best circle(circles only, if a polygon or rectangle is nearby, it shouldnt scan it), and then saves the position of it in an local e.this._target variable so i can use it for the rest of the scripts.
An on-update script which alters the speed of an newly spawned object so it mooves in a spiral form around it's spawn point, becomming faster a short over time and thus distancing faster from the point the script was executed
If you have suggestions for one of these 2 scripts, please write them down in a comment. Use a general form(like (i)=>{}), and don't care to much about certain values. I will adjust the values inside the script to numbers that fit best for me
- FRA32
- Posts: 229
- Joined: Wed Dec 03, 2014 9:51 pm
Re: Help for thyme scripts
Um, I think the first script can be achieved by using a laser to scan for circles, um, like
I use materialName as a identification system, different objects in my contraptions are named different things for my lasers do tell what is what - this is adapted from my missile script, sooo...
For the second part, it is relatively easy to make the spawned object move in a circle, and from there have it spiral out. In this particular circle I made, the timeToLive was 10 seconds, but you can change it to any real number without any problems.
Well, I tried. If all this fails, let me know and I will try to find what went wrong.
- Code: Select all
rotation =
{sim.time}
fadeDist =
5.0
onLaserHit =
(e)=>{
e.geom.materialname == "object_receiving_data" ? {
e.geom._tpos = _tpos;
e.geom._tvel = _tvel;
rotation = rotation + math.pi
} : {
e.geom.radius > 0 ? {
_tpos = e.geom.pos;
_tvel = e.geom.vel;
rotation = rotation + math.pi
} : {}
}
}
I use materialName as a identification system, different objects in my contraptions are named different things for my lasers do tell what is what - this is adapted from my missile script, sooo...
For the second part, it is relatively easy to make the spawned object move in a circle, and from there have it spiral out. In this particular circle I made, the timeToLive was 10 seconds, but you can change it to any real number without any problems.
- Code: Select all
vel :=
{
[sin(timetolive - 10), cos(timetolive - 10)] * (timetolive - 10)
};
timetolive :=
10.0
Well, I tried. If all this fails, let me know and I will try to find what went wrong.
.
-
icrls984 - Posts: 80
- Joined: Thu Jun 13, 2013 6:33 am
Re: Help for thyme scripts
I already found out a way to make spirals by now, but nice to see a confirmation of the way I do it. And your way how to do the scanning gave me the idea to store a reference of the scanned object as a variable, and if another object comes and has a closer distance than the previous one, it gets overriden. Thanks for the help anyways
- FRA32
- Posts: 229
- Joined: Wed Dec 03, 2014 9:51 pm
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