RaUnit
9 posts • Page 1 of 1
RaUnit
Not so reliable as it was in phun4 but it works.
It based on RaRaMalum design too, I've just improve it a bit.
Few rules:
1) It starts work only from zero sim.time
2) Exclusive collision group G usage (don't use it in your scene)
3) Only one per scene (has a workaround)
4) Density of RaUnit = stabilization power.
[scene]37036[/scene]
[scene]37037[/scene]
It based on RaRaMalum design too, I've just improve it a bit.
Few rules:
1) It starts work only from zero sim.time
2) Exclusive collision group G usage (don't use it in your scene)
3) Only one per scene (has a workaround)
4) Density of RaUnit = stabilization power.
[scene]37036[/scene]
[scene]37037[/scene]
Dream of Algodoo as game development engine...
-

Kilinich - [Best bug reporter 2010]
- Posts: 2098
- Joined: Mon Aug 31, 2009 8:27 pm
- Location: South Russia
Re: RaUnit
That is incredibly stable, very good!
-

Versieon - Posts: 375
- Joined: Tue Sep 01, 2009 4:45 pm
Re: RaUnit
Nice job
Never would have thought to spawn balls at different positions, to make objects stable 
-

kilebantick - Posts: 1267
- Joined: Tue Sep 01, 2009 9:50 am
Re: RaUnit
WOW that's stable in physical terms. I can drag it through stuff before it turns. But by other definitions, not so much. Like you warned it needs to start at sim-time zero and when I select something and look at its menus, it appears to start dropping killers.
Made some cool stuff a long time ago
-

Frank - [Best Tutorial Maker 2010]
- Posts: 193
- Joined: Mon Aug 31, 2009 6:37 pm
- Location: the dark side of the moon
Re: RaUnit
Frank wrote:WOW that's stable in physical terms. I can drag it through stuff before it turns. But by other definitions, not so much. Like you warned it needs to start at sim-time zero and when I select something and look at its menus, it appears to start dropping killers.
Well, zero time is not a big limitation, but what did you do to drop killers... can you explain more?
Dream of Algodoo as game development engine...
-

Kilinich - [Best bug reporter 2010]
- Posts: 2098
- Joined: Mon Aug 31, 2009 8:27 pm
- Location: South Russia
Re: RaUnit
Kilinich wrote:Frank wrote:WOW that's stable in physical terms. I can drag it through stuff before it turns. But by other definitions, not so much. Like you warned it needs to start at sim-time zero and when I select something and look at its menus, it appears to start dropping killers.
Well, zero time is not a big limitation, but what did you do to drop killers... can you explain more?
This is the reason I suggested to use a killer box instead, its much "safer"
Phundamentalists, come to the dark side.
We have much cooler toys.
We have much cooler toys.
-

RaRaMalum - [Best newcomer 2010]
- Posts: 280
- Joined: Mon Aug 31, 2009 10:47 pm
Re: RaUnit
RaRaMalum wrote:This is the reason I suggested to use a killer box instead, its much "safer"
U R always right, RaRa
Dream of Algodoo as game development engine...
-

Kilinich - [Best bug reporter 2010]
- Posts: 2098
- Joined: Mon Aug 31, 2009 8:27 pm
- Location: South Russia
Re: RaUnit
Kilinich wrote:RaRaMalum wrote:This is the reason I suggested to use a killer box instead, its much "safer"
U R always right, RaRa
As an "always right" guy, its hard to watch others fail.... had they only listened the first time.
Phundamentalists, come to the dark side.
We have much cooler toys.
We have much cooler toys.
-

RaRaMalum - [Best newcomer 2010]
- Posts: 280
- Joined: Mon Aug 31, 2009 10:47 pm
Re: RaUnit
It worked perfectly in my scene
-

Cristianol - Posts: 28
- Joined: Mon Nov 16, 2009 7:58 pm
- Location: Rio de Janeiro Brazil
9 posts • Page 1 of 1
Who is online
Users browsing this forum: No registered users and 5 guests




