How to make a beacon

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How to make a beacon

Postby standardtoaster » Tue Nov 10, 2009 4:56 pm

A beacon is an object that is constantly updating a script such as positions.

Make two boxes, one right next to the other. Make sure that the right box collides with B. Make a circle with a center hinge and place it slightly inside both boxes like so:
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To make sure that the beacon can stay together as one object we will make a box behind it and connect everything to it.
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In the script of the left box put:
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e.other.collideSet = 2

In the script of the right box put:
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e.other.collideSet = 1


Put your script that you want to be updated constantly in the circle. Now you're done! It's actually very easy to do this. You can also do this with lasers!
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onLaserHit = (e)=>{e.laser.collideSet == 1 ? {e.laser.collideSet = 2} : {e.laser.collideSet == 2 ? {e.laser.collideSet = 1} : {}}}

Make sure that the object that the laser is hitting collides with A and B. You can also use this same laser method to change the collideSet of an object. Just replace all parts that say laser with geom.
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Re: How to make a beacon

Postby StephenAlverez » Sat Nov 21, 2009 3:31 pm

cool, but what kind of script would be updated constantly? oh and i thought this was about making bacon!
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Re: How to make a beacon

Postby standardtoaster » Sat Nov 21, 2009 5:24 pm

:lol: A script that could be updated constantly could be a timer that uses the controllerAcc.
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sim.time - e.this.controllerAcc >= 5 ? {print("true")} : {print("false")}

Get it?
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Re: How to make a beacon

Postby StephenAlverez » Sat Nov 28, 2009 8:16 pm

Thanks again1 :D
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Re: How to make a beacon

Postby izacque » Sat Nov 28, 2009 8:16 pm

or I saw one that constantly updated its angle for some active suspension
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Re: How to make a beacon

Postby Nait » Wed Dec 16, 2009 7:42 am

Hey, what do you thinc
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oncollide=(e)=>{colllideset=3-collideset}

or
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oncollide=(e)=>{colllideset=10-collideset}
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Re: How to make a beacon

Postby standardtoaster » Wed Dec 16, 2009 8:23 pm

The first one is good but I would suggest doing it the way I described above just because it seems easier to read and understand. Which one is easier to understand for you? e.this.collideSet = 2 or e.this.collideSet = 3 - e.this.collideSet? Whichever way is easier for you works. The second one you posted makes it change from A to A and D. :|
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