How to make anti algodoo scenes work
Posted: Fri Sep 11, 2009 3:23 am
Its seems that a lot of people don't like algodoo. They think phun should be "phree phorever". I say fine, you work on your own physics simulator, and you can make it free to anyone you like. Sounds good? However, some people have gone to the extent to make there scenes not work in algodoo, in order to "free" phun. Here's a couple of methods to make an anti algodoo scene work.
The anti-algodoo unit, the thing that makes algodoo close, requires the simulation to be running, which give us an advantage. While the simulation is paused, we can find the unit(s) and delete it, enabling the scene to work. This can be done in two ways:
Method 1 (Probably the easiest way)
Take Jac0b's Scene for example. Try to open it in algodoo, and it'll exit. No fun (though its not much of a scene to begin with). Jac0b uses RA2lovers anti-algodoo unit, which is hidden in the scene somewhere. The thing is, however, we don't need to go looking for it. Simply select the scene with the box tool (or polygon tool), the plane underneath it, then go to selection, invert selection, and delete. This will delete anything you have not selected (ie, the anti-algodoo device).
Method 2 (a bit harder, but easy nonetheless)
If method number 1 doesn't work and the scene uses scripting, chances are the will be a collider (ie a box and cicrle hitting each other). The command which closes algodoo, system.exit, may be hidden in one of these colliders, which may be vital to the rest of the scene. To find the collider, select the scene, and set everything transparent. Now you should be able to see the collider(s). Click on them, go to scripting menu, and on the onCollide field, look for system.exit, and any other code related to it (ie: an if statement), and delete it. If the scene doesnt work after that, either look for more colliders, use phun, or move on.
Now, hopefully, those who claim phun should be free will stop. Phun is free, algodoo is not, too bad, so sad.
The anti-algodoo unit, the thing that makes algodoo close, requires the simulation to be running, which give us an advantage. While the simulation is paused, we can find the unit(s) and delete it, enabling the scene to work. This can be done in two ways:
Method 1 (Probably the easiest way)
Take Jac0b's Scene for example. Try to open it in algodoo, and it'll exit. No fun (though its not much of a scene to begin with). Jac0b uses RA2lovers anti-algodoo unit, which is hidden in the scene somewhere. The thing is, however, we don't need to go looking for it. Simply select the scene with the box tool (or polygon tool), the plane underneath it, then go to selection, invert selection, and delete. This will delete anything you have not selected (ie, the anti-algodoo device).
Method 2 (a bit harder, but easy nonetheless)
If method number 1 doesn't work and the scene uses scripting, chances are the will be a collider (ie a box and cicrle hitting each other). The command which closes algodoo, system.exit, may be hidden in one of these colliders, which may be vital to the rest of the scene. To find the collider, select the scene, and set everything transparent. Now you should be able to see the collider(s). Click on them, go to scripting menu, and on the onCollide field, look for system.exit, and any other code related to it (ie: an if statement), and delete it. If the scene doesnt work after that, either look for more colliders, use phun, or move on.
Now, hopefully, those who claim phun should be free will stop. Phun is free, algodoo is not, too bad, so sad.