Space Fleet
19 posts • Page 1 of 1
Space Fleet
phun/algodoo should have a fleet of armed spaceships to protect against invaders.
if you have any ideas or ships for this, post it here and ill compile them into one scene
PLEASE download the latest scene from this thread, and import your ship onto that scene. then re-post the new scene here.
it will be in a 0-g and no airfriction environment.
if you have any ideas or ships for this, post it here and ill compile them into one scene
PLEASE download the latest scene from this thread, and import your ship onto that scene. then re-post the new scene here.
it will be in a 0-g and no airfriction environment.
Phundementalism?
Ain't nobody got thyme fo dat.
Ain't nobody got thyme fo dat.
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mold999 - Posts: 225
- Joined: Sun Jan 02, 2011 1:35 am
- Location: [176436, 3763234]
Re: Space Fleet
i have some spaceship skins you can get but they am viewed from bird angle do you want them? they am pretty cool
- CasperFalandysz
- Posts: 29
- Joined: Wed Jan 05, 2011 4:47 pm
Re: Space Fleet
Birds eye view for your typical spaceship wouldn't turn out quite like your would hope.
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Mystery - Posts: 2802
- Joined: Thu Sep 03, 2009 1:16 pm
- Location: Southern Australia
Re: Space Fleet
they am viewed from top how should that make them worse?
- CasperFalandysz
- Posts: 29
- Joined: Wed Jan 05, 2011 4:47 pm
Re: Space Fleet
casperfalandysz, i think thats a nice idea. what are the skins?
Phundementalism?
Ain't nobody got thyme fo dat.
Ain't nobody got thyme fo dat.
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mold999 - Posts: 225
- Joined: Sun Jan 02, 2011 1:35 am
- Location: [176436, 3763234]
Re: Space Fleet
i forgot to put controls in the scene sorry
Z and X for the thrusters
A and S to open and close the the cockpit
DFTBA nerdfighters
TheWonkits wrote:As immature as some of the people on this forum can be, most of you are pretty cool.
TC42 wrote:Better than spell-check... ...TC42's instant grammar-correction posts!
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frogman786 - Posts: 71
- Joined: Fri Jan 07, 2011 8:32 am
- Location: Christchurch, New Zealand
Re: Space Fleet
i have improved the ship from my original post. it now has a gun, and i am working on more features.
here is the current fleet:
THIS HAS BEEN EDITED!
here is the current fleet:
THIS HAS BEEN EDITED!
Phundementalism?
Ain't nobody got thyme fo dat.
Ain't nobody got thyme fo dat.
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mold999 - Posts: 225
- Joined: Sun Jan 02, 2011 1:35 am
- Location: [176436, 3763234]
Re: Space Fleet
Something needs to happen to the bullets from your gun so they dont just float around
DFTBA nerdfighters
TheWonkits wrote:As immature as some of the people on this forum can be, most of you are pretty cool.
TC42 wrote:Better than spell-check... ...TC42's instant grammar-correction posts!
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frogman786 - Posts: 71
- Joined: Fri Jan 07, 2011 8:32 am
- Location: Christchurch, New Zealand
Re: Space Fleet
*Bump*
Use a script to make them dissappear after impact or certain distance
Use a script to make them dissappear after impact or certain distance
I won't be on the forums much for a while. But maybe once in a while.
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HavingPhun - Posts: 178
- Joined: Sun Feb 06, 2011 10:42 pm
Re: Space Fleet
If you bump something, at least have a script on hand
/BUMP
- Code: Select all
*/bullet deletion script-put it in the bullet spawning script or oncollide of the bullets/* Oncollide:=(e)=>{e.this.collideset:=0; e.this.airfrictionmult=-inf}
/BUMP
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TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: Space Fleet
thanks TC42
DFTBA nerdfighters
TheWonkits wrote:As immature as some of the people on this forum can be, most of you are pretty cool.
TC42 wrote:Better than spell-check... ...TC42's instant grammar-correction posts!
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frogman786 - Posts: 71
- Joined: Fri Jan 07, 2011 8:32 am
- Location: Christchurch, New Zealand
Re: Space Fleet
TC42 wrote:If you bump something, at least have a script on hand
- Code: Select all
*/bullet deletion script-put it in the bullet spawning script or oncollide of the bullets/* Oncollide:=(e)=>{e.this.collideset:=0; e.this.airfrictionmult=-inf}
/BUMP
Oops sorry
I won't be on the forums much for a while. But maybe once in a while.
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HavingPhun - Posts: 178
- Joined: Sun Feb 06, 2011 10:42 pm
Re: Space Fleet
If it stays on the same collision group, try e.this.collideset=0 instead of what I typed; I made a typo. Just keep in mind that this will only happen when the bullet collides with something. Also, remove the comment in the script. So it would be:
- Code: Select all
(e)=>{e.this.collideset=0; e.this.airfrictionmult=-inf}
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TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: Space Fleet
- Code: Select all
(e)=>{
scene.addCircle({
radius = 0.03;
color = [1, 0, 0, 1];
pos = e.pos;
density = 2;
drawborder = false;
drawcake = false;
vel := 10 * e.normal
Oncollide:=(e)=>{e.this.collideset:=0; e.this.airfrictionmult=-inf}
})
}
i think this is how it should look
DFTBA nerdfighters
TheWonkits wrote:As immature as some of the people on this forum can be, most of you are pretty cool.
TC42 wrote:Better than spell-check... ...TC42's instant grammar-correction posts!
-
frogman786 - Posts: 71
- Joined: Fri Jan 07, 2011 8:32 am
- Location: Christchurch, New Zealand
Re: Space Fleet
It would be much easier to make them disappear on impact by:
But i think it's better to make it delete after a period of time, so, hijacking kilinich's scene.my.addSmoke script, i made it suitable for your purpose:
And adding it to your scene, i got this (notice the bullets fade out )
- Code: Select all
(e)=>{
scene.addCircle({
radius = 0.03;
color = [1, 0, 0, 1];
pos = e.pos;
density = 2;
drawborder = false;
drawcake = false;
vel := 10 * e.normal;
onCollide := ((e)=>{
e.this.density := 0
})
})
}
But i think it's better to make it delete after a period of time, so, hijacking kilinich's scene.my.addSmoke script, i made it suitable for your purpose:
- Code: Select all
Scene.my.addBullet := (sPos, sTime, sVel)=>{geval("scene.addCircle({pos := " + sPos + "; radius := 0.03; color := {[1,0,0,1] - [0,0,0,1*(sim.time - " + sim.time + ")/" + sTime + "]}; drawCake := false; collideSet := 1; drawBorder := true; density := {sim.time > " + sim.time + "+" + sTime + " ? 0 : 2}; vel:= "+sVel+"})")}
And adding it to your scene, i got this (notice the bullets fade out )
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bozbez - Posts: 149
- Joined: Tue Apr 12, 2011 7:01 pm
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