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Space Fleet

PostPosted: Sat Jan 08, 2011 3:04 am
by mold999
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.


Rating: rated 5
Filesize: 25.5 kB
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Ratings: 1
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Re: Space Fleet

PostPosted: Sat Jan 08, 2011 1:41 pm
by CasperFalandysz
i have some spaceship skins you can get but they am viewed from bird angle :mrgreen: do you want them? they am pretty cool 8-)

Re: Space Fleet

PostPosted: Sat Jan 08, 2011 1:51 pm
by Mystery
Birds eye view for your typical spaceship wouldn't turn out quite like your would hope.

Re: Space Fleet

PostPosted: Sat Jan 08, 2011 7:53 pm
by CasperFalandysz
they am viewed from top how should that make them worse? :crazy:

Re: Space Fleet

PostPosted: Sat Jan 08, 2011 10:48 pm
by mold999
casperfalandysz, i think thats a nice idea. what are the skins?

Re: Space Fleet

PostPosted: Sat Jan 29, 2011 4:47 am
by frogman786
Rating: rated 5
Filesize: 11.05 kB
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Ratings: 1
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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

Re: Space Fleet

PostPosted: Sun Jan 30, 2011 10:43 pm
by mold999
i have improved the ship from my original post. it now has a gun, and i am working on more features.


Rating: rated 5
Filesize: 17.66 kB
Comments: 0
Ratings: 1
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here is the current fleet:


THIS HAS BEEN EDITED!



Rating: rated 5.4
Filesize: 32.62 kB
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Ratings: 2
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Re: Space Fleet

PostPosted: Fri Feb 04, 2011 1:50 pm
by frogman786
Something needs to happen to the bullets from your gun so they dont just float around

Re: Space Fleet

PostPosted: Fri Feb 25, 2011 3:01 am
by HavingPhun
*Bump* :clap:

Use a script to make them dissappear after impact or certain distance

Re: Space Fleet

PostPosted: Fri Feb 25, 2011 4:34 am
by mold999
i dont know how to do that
:?

Re: Space Fleet

PostPosted: Fri Feb 25, 2011 4:37 am
by TC42
If you bump something, at least have a script on hand :D
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

Re: Space Fleet

PostPosted: Fri Feb 25, 2011 5:12 am
by frogman786
thanks TC42

Re: Space Fleet

PostPosted: Fri Feb 25, 2011 5:50 pm
by HavingPhun
TC42 wrote:If you bump something, at least have a script on hand :D
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 :P

Re: Space Fleet

PostPosted: Fri Feb 25, 2011 10:41 pm
by mold999
@TC42-
it doesn't wok for me...

Re: Space Fleet

PostPosted: Fri Feb 25, 2011 10:47 pm
by TC42
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}

Re: Space Fleet

PostPosted: Sun Feb 27, 2011 4:24 am
by mold999
still not working...

Re: Space Fleet

PostPosted: Sun Feb 27, 2011 6:39 am
by frogman786
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

Re: Space Fleet

PostPosted: Sun Feb 27, 2011 6:40 am
by mold999
not working.

Re: Space Fleet

PostPosted: Wed Apr 20, 2011 5:11 pm
by bozbez
It would be much easier to make them disappear on impact by:
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 :D )
Rating: rated 5
Filesize: 48.8 kB
Comments: 0
Ratings: 1
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