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Re: Protect the Castle

PostPosted: Thu Jun 30, 2011 5:25 pm
by NilsMolinder
Currently working on my entry, is there any way to make scripted lasers not react with planes? (having an aiming problem because of it, wont go lower than a certain point >.>

Re: Protect the Castle

PostPosted: Thu Jun 30, 2011 5:36 pm
by Nisheeth
NilsMolinder wrote:Currently working on my entry, is there any way to make scripted lasers not react with planes? (having an aiming problem because of it, wont go lower than a certain point >.>


Can't say, though, I think you can remove the plane from the certain collision groups that the laser will interact with, of course making the Castle of the same collision group as the plane as well!

Re: Protect the Castle

PostPosted: Thu Jun 30, 2011 5:57 pm
by NilsMolinder
Aye, good idea, thanks :) Now I'll just have to make it actually hit, not just follow the target with lasers, as well! Shouldn't be too hard, just requires some tweaking.
Edit: Maybe a little more than just SOME tweaking. Yeah.
Edit: Right, so a proper interceptor shooting a projectile at the projectile doesn't really work, because to actually have the right speed to be able to hit the target before it's miles away it has to be so fast that it just passes by the target if it hits. YES, I love this program.

Re: Protect the Castle

PostPosted: Thu Jun 30, 2011 6:37 pm
by NilsMolinder
Rating: rated 5
Filesize: 27.85 kB
Comments: 2
Ratings: 1
download


It barely works, if you're lucky it might intercept a projectile or two. Couldn't be arsed to finish it :P
At least I'm proud of the targeting system! Kinda!

Re: Protect the Castle

PostPosted: Thu Jun 30, 2011 7:10 pm
by bozbez
I have a much better entry, but it needs a small fix, but it is such a laggy base scene, it takes years to do anything :/

Re: Protect the Castle

PostPosted: Thu Jun 30, 2011 8:35 pm
by NilsMolinder
Your first one could easily be made mobile by just placing it on a truck or something ;)

Re: Protect the Castle

PostPosted: Thu Jun 30, 2011 8:59 pm
by bozbez
And i'm working on a stupidly complicated lasers memory system.

Re: Protect the Castle

PostPosted: Fri Jul 01, 2011 10:08 am
by Nisheeth
@NilsMolinder:
I think I will rate it a bit later.
As a suggestion, you should make it fire a bit lower than the target, rather than at it. This will comply with projectile motion. Tell me if you will update it or not. BTW a good Idea! :thumbup:

Re: Protect the Castle

PostPosted: Fri Jul 01, 2011 7:44 pm
by NilsMolinder
I think I could use something like {scene.my.spring = e.velocity}, or whatever it'd be, to use a spring to aim the weapon depending on projectile speed.

Re: Protect the Castle

PostPosted: Sat Jul 02, 2011 3:59 am
by Nisheeth
NilsMolinder wrote:I think I could use something like {scene.my.spring = e.velocity}, or whatever it'd be, to use a spring to aim the weapon depending on projectile speed.


Well I am not so good with scripting so no opinion on if it will work. After the contest is over I will show the solution I made!

It wasn't much different than yours though!

Re: Protect the Castle

PostPosted: Sat Jul 02, 2011 11:40 pm
by NilsMolinder
Well, mine was really just a proof of concept, it works (follows the target and shoots) but I cba to calibrate and stuff to make it hit properly.
Right, the scripting I had planned will most likely not work. I'd have to use some more comlicated scripting, which is complicated, so I don't know if I can be arsed :P

Re: Protect the Castle

PostPosted: Sun Jul 03, 2011 4:31 pm
by NilsMolinder
Right, so I decided to update it after all, I tweaked the targeting system and changed the ammunition type.
Stops rounds up to 2000-2500 m/s.
Rating: rated 5
Filesize: 27.85 kB
Comments: 2
Ratings: 1
download

Edit: You should run it on 0.1 sim speed or the lasers wont be able to catch up >.>

Re: Protect the Castle

PostPosted: Wed Jul 06, 2011 11:29 pm
by Someone Else
Rating: rated 5
Filesize: 25.6 kB
Comments: 0
Ratings: 1
download


Let me know if this is a loophole.

As it says in the description, it spawns a moving wall of boxes. The boxes themselves fit in the build area, but aren't in the build area, and the velocities are nowhere near the end of the velocity slider.

It's entirely Phun-safe.

I also included a sample projectile. Note how it is deflected upwards, even though it is on the ground when it hits the wall.

This is the first scene I've ever submitted thru Algobox! Yay!

Re: Protect the Castle

PostPosted: Thu Jul 07, 2011 10:54 am
by Nisheeth
@Someone Else:
No, it is not a loop hole.
I must say, Great design and concept!!! It even stopped Raydeg's Entry, The first to do so! :clap: :clap:
But, it is not protecting the castle, it is destroying the castle!
At least in 1.9.7b version. It begins to create the wall that goes back!

Have a look at it and see if you can get around it someway, because this one can be on the top, provided it doesn't destroy the castle itself!

Re: Protect the Castle

PostPosted: Fri Jul 08, 2011 2:12 am
by Someone Else
You mean the wall goes to the left? Weird....

I made it in 1.9.7b.

Does the whole wall go the wrong way, or just a small part of it?

In any case, I will right now fix the latter problem.

Done:
Rating: rated 5
Filesize: 27.22 kB
Comments: 0
Ratings: 1
download

Re: Protect the Castle

PostPosted: Fri Jul 08, 2011 10:08 am
by Nisheeth
It begins going both ways, left and right.

EDIT:
Well, it is working now, so no problem.
And I think I am yet too unclear on What is happening:

TTTT |-> o

Here TTTT is the castle , the | is the spawning point of the wall, the -> is the wall, o is the bullet.

Some time later:

TTTT<-<-|->->->->o

Now the bullet collides, and then the wall began to move in both directions!

Congrats. :clap:

I will score it in a while

Re: Protect the Castle

PostPosted: Sat Jul 09, 2011 12:53 am
by Someone Else
That's because the high compression the bullet causes upon the wall at the far left end causes newly-spawned boxes to actually get squeezed to the left, even though the boxes are really heavy and moving really fast.

The second version fixes this by spawning killer boxes to the left of the wall. These kill the bits of wall that get squeezed the wrong way.

At least, I think we are describing the same problem. The problem I described is the one I fixed in Version 2, and if that fixed the problem you're describing, then we're on the same page.

Re: Protect the Castle

PostPosted: Sat Jul 09, 2011 7:09 am
by Nisheeth
Yup it did fix the problem, and yes we are talking about the same problem!
Again Congrats!

Re: Protect the Castle

PostPosted: Sun Jul 10, 2011 12:41 am
by Someone Else
I was just reading through the topic again.
---All entries will be tested at 500Hz, unless otherwise specified.
My entry should run at 100Hz. This way, there is some space between the boxes, which I find helps prevent it from backfiring as I described above.

Re: Protect the Castle

PostPosted: Mon Nov 07, 2011 8:12 am
by Nisheeth
Tried your entry in Algodoo 2.
At 100Hz, the box simply destroys the castle.
At 500Hz, it does go above the castle, but barely.