Better Thyme

Suggest changes and improvements to Algodoo.

Better Thyme

Postby Kilinich » Sat Mar 06, 2010 12:36 pm

1) Ability to set value by index is just necessary.
I want scene.my.array(x) = value works.

2) It will be very cool to have scene.geom(ID) array to access any object's property from script.
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Re: Better Thyme

Postby RaRaMalum » Sat Mar 06, 2010 5:09 pm

long/expanding arrays is annoying atm so I support this.
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Re: Better Thyme

Postby Versieon » Sat Mar 06, 2010 6:06 pm

Yes definitely, would be very nice!
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Re: Better Thyme

Postby Dakta » Sun Mar 07, 2010 11:28 pm

I agree.

And while we're at it, can we have real if/else/elseif statements? I'm getting tired of using the stupid ternary conditional operator. It's nice for short small things, but once you get nested a couple elseif's deep... :shivers: You can keep them and still implement if statements :P

Also, I suggest getting geomID from a laser collide (as in, a script attached to the laser can get the geomID of whatever the laser hits).

Also also :P, can we have scrolling in the console? Please? Pretty please? I'm getting tired of not being able to see everything.
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Re: Better Thyme

Postby KarateBrot » Mon Mar 08, 2010 1:47 am

Dakta wrote:Also also :P, can we have scrolling in the console? Please? Pretty please? I'm getting tired of not being able to see everything.

Press [Page Up] and [Page Down] and see what happens^^
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Re: Better Thyme

Postby Dakta » Thu Mar 11, 2010 8:33 pm

>: Now why can't we have it scroll with the scroll wheel too then? :P Thanks anyways!
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Re: Better Thyme

Postby KarateBrot » Thu Mar 11, 2010 9:59 pm

i think because it's already reserved for zooooooming
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Re: Better Thyme

Postby Mr_Stabby » Fri Mar 12, 2010 6:32 pm

may i also add a suggestion for the ability to retrieve pointers to fixates/hinges/springs that are attached to x object, each object could collect its children in an array and be accessed like e.this.child(0).torque = 10
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Re: Better Thyme

Postby niffirg1 » Sat Mar 13, 2010 6:29 am

You have my support
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Re: Better Thyme

Postby Rrobba » Thu Mar 25, 2010 8:19 pm

It's good enough in my opinion, but it can be improved!

*support*
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Re: Better Thyme

Postby Gear97 » Sat Apr 03, 2010 1:56 am

Yes, this idea is very good!
I Support :thumbup:
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Re: Better Thyme

Postby tatt61880 » Sun Mar 03, 2013 2:44 pm

Kilinich wrote:1) Ability to set value by index is just necessary.
I want scene.my.array(x) = value works.

I want this feature, too.
NOTE: I'm not an Algoryx member.
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Re: Better Thyme

Postby racergonemad » Sun Jan 19, 2014 5:28 am

I support these suggestions. Some things that I want to do are impossible because I cant rewrite a single index of an array. I want to make and array with an indefinite number of indices, (using something like scene.my._array := scene.my._array ++ [rand.uniform01] ) , but I cant edit a specified index inside scene.my._array without knowing exactly how many indices are in it (ie, scene.my._array(2) := 12345). Its impossible to use the conventional scene.my._array := [scene.my._array(0), scene.my.array(1), 12345, scene.my._array(3), scene.my.....] because of its indefinite size, Id never know when to stop. The ability to set values by index would make this possible.
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