Script access to attached hinges and lasers
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Script access to attached hinges and lasers
Scripts on an object (possibly in onCollide or onLaserHit) should be able to access the properties of hinges and lasers which are attached to that object, maybe with e.this.lasers(0).size for example. (If there was more than one laser the order would be unpredictable). A similar thing should enable hinges to be accessed, like with e.this.hinges(0).motorSpeed. Again, the order would be unpredictable for more than one hinge.
Thymechanic
- immibis
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Re: Script access to attached hinges and lasers
A temporary solution is to make motors out of circles inscribed in rings with materialvel
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Conundrumer - Posts: 344
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Re: Script access to attached hinges and lasers
You still can't access them from what they're attached to.
Thymechanic
- immibis
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Re: Script access to attached hinges and lasers
you can acces them through the ray already (only the lasers), but as far as i know, not through the attached object
would be nice for hinges, but unnneccasary for lasers
would be nice for hinges, but unnneccasary for lasers
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Bronie12345 - Posts: 451
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Re: Script access to attached hinges and lasers
We can do this already, but just not in the way you describe. This is unnessesary. I don't support.
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Sonic - Posts: 1467
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Re: Script access to attached hinges and lasers
not the way who describes?
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Bronie12345 - Posts: 451
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Re: Script access to attached hinges and lasers
Me.
Using Bronie's way for lasers, that means a) the laser has to collide with the object it's attached to, (b) that object has to be transparent, (c) that object has to be immortal (for a cutter laser), (d) the laser's script has to differentiate between hitting that object and others, OR the object's script has to differentiate between that laser and others.
Using Bronie's way for lasers, that means a) the laser has to collide with the object it's attached to, (b) that object has to be transparent, (c) that object has to be immortal (for a cutter laser), (d) the laser's script has to differentiate between hitting that object and others, OR the object's script has to differentiate between that laser and others.
Thymechanic
- immibis
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Re: Script access to attached hinges and lasers
i was just going to sugjest this!!!
i fully support idk why anyone wouldnt because it would make phunlet safe hinge/ spring scripting possible
i fully support idk why anyone wouldnt because it would make phunlet safe hinge/ spring scripting possible
- fox11trot
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Re: Script access to attached hinges and lasers
fox11trot wrote:i was just going to sugjest this!!!
i fully support idk why anyone wouldnt because it would make phunlet safe hinge/ spring scripting possible
Technically, anything is phunlet safe since you can delete everything but the phunlet thing and save the scene as a phunlet, thus saving the variables and stuff
immibis wrote:You still can't access them from what they're attached to.
Collision menus.
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Conundrumer - Posts: 344
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Re: Script access to attached hinges and lasers
It's phunlet safe if you can have multiple copies of it that are identical but don't interfere with each other.Conundrumer wrote:fox11trot wrote:i was just going to sugjest this!!!
i fully support idk why anyone wouldnt because it would make phunlet safe hinge/ spring scripting possible
Technically, anything is phunlet safe since you can delete everything but the phunlet thing and save the scene as a phunlet, thus saving the variables and stuff
Conundrumer wrote:immibis wrote:You still can't access them from what they're attached to.
Collision menus.
If this suggestion was implemented, an onCollide script could have: "e.this.hinges(0).motorSpeed = 5;" which is a lot easier than your way.
Is there any particular reason you don't support this?
Thymechanic
- immibis
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Re: Script access to attached hinges and lasers
Not everything has to be Phunlet safe!
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Sonic - Posts: 1467
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Re: Script access to attached hinges and lasers
even if you don't have this, you can make stuff phunlet safe (just controll stuff on other ways)
i always try to find new ways to make my stuff phunlet-safe
i always try to find new ways to make my stuff phunlet-safe
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92% of teenagers have resorted to rap music. If you are part of the 8% who listens to real music, put this in your signature.
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Bronie12345 - Posts: 451
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Re: Script access to attached hinges and lasers
Ok, think about it,
you cant make hinge scripts phunlet safe unless you want to be able to put only one copy of the phunlet in the scene because, right now, the only way to change variables in hinges, springs, lasers, and pens, with oncollide or onlaserhit, is to use scene.my variables
you cant make hinge scripts phunlet safe unless you want to be able to put only one copy of the phunlet in the scene because, right now, the only way to change variables in hinges, springs, lasers, and pens, with oncollide or onlaserhit, is to use scene.my variables
- fox11trot
- Posts: 62
- Joined: Tue Sep 01, 2009 7:25 am
Re: Script access to attached hinges and lasers
It's nearly the same suggestion like this
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Username? - Posts: 65
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