laser powerd rockets
16 posts • Page 1 of 1
laser powerd rockets
Id like to know exatly what he did, (yeah TC42, thats what i wanted it for )
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FuzzyLogicBrain - Posts: 315
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Re: laser powerd rockets
Easy. I'll make a tutorial, although Nxtd already has a better one.
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TC42 - Posts: 984
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Re: laser powerd rockets
Then may I have the link, actually I'll stick with yours.
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FuzzyLogicBrain - Posts: 315
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Re: laser powerd rockets
Here's the tutorial scene: [scene]51570[/scene]
Should work in phun, even if I made it in algodoo
Here's the oncollide script for the box:
Note that this thruster cannot be scaled without editing the code.
Should work in phun, even if I made it in algodoo
Here's the oncollide script for the box:
- Code: Select all
(e)=>{
scene.addCircle({
pos := e.pos;
color := [0, 0, 0, 0.5];
density := 10;
airfrictionmult := 500;
radius := 0.2;
collideset := 64;
heterocollide := true;
friction := 0;
zdepth := -inf;
drawcake := false;
drawborder := false
})
}
Note that this thruster cannot be scaled without editing the code.
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TC42 - Posts: 984
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Re: laser powerd rockets
Although I don't understand this, U.R. Awesome. I wonder if you could make a water rocket with a killer box so the water doesn't leak all over the place. When I said I didn't understand this, I meant I don't know why it works. I'm on my iPhone, so I can't try it out now. Oh, what thyme (I should stop this) what timezone are you in TC42? Because it's 11:30 PM where I am right now, and last night (for me) I stopped posting and went to sleep at 1:30 AM.
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FuzzyLogicBrain - Posts: 315
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Re: laser powerd rockets
Hmmmmm... what timezone.... I dunno, but at the moment I post this it will be 9:20 PM.
These engines work because when the spawner creates a circle, the repeller not only repells the circle, but the repeller also move in accordance with Newton' Third Law (III: For every action, there is an equal and opposite reaction)
The circles are then deleted to prevent lag and/or bugs. I wouldn't recommend spawning water because you can't change airfrictionmult or density...
These engines work because when the spawner creates a circle, the repeller not only repells the circle, but the repeller also move in accordance with Newton' Third Law (III: For every action, there is an equal and opposite reaction)
The circles are then deleted to prevent lag and/or bugs. I wouldn't recommend spawning water because you can't change airfrictionmult or density...
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TC42 - Posts: 984
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Re: laser powerd rockets
Thanks a bunch dude, the high air friction makes it virtuly heay or unmovable. 9:30 pm you say? you must be in America somewhere. but what is zdepth? i changed it in algodoo so that zdeapth is no longer, and if you transfer the box scritp to a laser that doesnt collide with the balls, then the box wont spawn anything whaethe hit by laser or geometry, and now that i understand that it relies on newton third law, it explains everything. U DA BEST! youre grid is in base ten? thats a rare occasion,
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FuzzyLogicBrain - Posts: 315
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Re: laser powerd rockets
Zdepth is the 'z' position of the object. It is on the scale from 10-0, 10 being the back, and 1 being the front. zdepth is the 'layer' something is on, so if you highlight an bject and then click move to back, then it will be placed on the zdepth of 10. In addition, you can set the zdepth to -inf when spawning, so that no matter what is in the scene, the object will always be behind it. You can't access it in the normal script menu, however. But you can select the object, press Ctrl (that's the command key on a Mac) + C, then go to notepad, and press Ctrl (command on a Mac) + V and then you can edit all the attributes of the object, including things that aren't in the regular script menu The all you have to do is select the text, copy it (using copy and paste), then go into algodoo again, place your mouse where you want the object and press Ctrl + V. Tadaaaa!! Custom object with predefined attributes. You can also use this to make mouse-triggered hinges and lasers. I have a tutorial on that if you look in the tutorial section.
Last edited by TC42 on Wed Feb 09, 2011 11:31 pm, edited 1 time in total.
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TC42 - Posts: 984
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Re: laser powerd rockets
Been there, done that, got the heeby jeebys when it worked, but its awesome, and thanks for the zdepth explaination, its rather like in 3D cad programs, only its orthographic and on a left veiw. never thought of it that way. im a dell algodooer
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FuzzyLogicBrain - Posts: 315
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Re: laser powerd rockets
I don't think your explanation of zDepth is right. From what I know, 0 is where geoms go when you move them to back, and there are infinite integer values that they can reside.
Setting the zDepth to -inf requires you to encircle them to select them. If I were to spawn something to back, I would set zDepth to -100.
Setting the zDepth to -inf requires you to encircle them to select them. If I were to spawn something to back, I would set zDepth to -100.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
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Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
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Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
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Re: laser powerd rockets
Someone Else wrote:I don't think your explanation of zDepth is right. From what I know, 0 is where geoms go when you move them to back, and there are infinite integer values that they can reside.
Setting the zDepth to -inf requires you to encircle them to select them. If I were to spawn something to back, I would set zDepth to -100.
You are right, I think, but then if you moved something to the back, the objects would be in front of it. I personally almost never select objects any other way than encircling them and I only use zdepth when spawning.
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TC42 - Posts: 984
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FuzzyLogicBrain - Posts: 315
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Re: laser powerd rockets
True that. /offtopic
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TC42 - Posts: 984
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Re: laser powerd rockets
not exactly, zdepth IS a part of this topic and not another. why? because the laser powerd rockets use that and therefore, a part of this thread. i dont like -inf on the zdepth, because its so far away, just clicking it to select it wont do, you have to encircle it. <THAT is off topic, because it is not relevent or needed to any part of this thread. [/offTopic]
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FuzzyLogicBrain - Posts: 315
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Re: laser powerd rockets
Just making sure that tatt doesn't lock it; seems like he has really started to crack down on off-topic threads. Therefore to make this post relevant... I bring you this: [scene]51455[/scene]
It is powered by this rocket/engine concept, and is mouse-controlled using one of Kilinich/Raramalum's concepts.
Totally relevant.
It is powered by this rocket/engine concept, and is mouse-controlled using one of Kilinich/Raramalum's concepts.
Totally relevant.
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TC42 - Posts: 984
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Re: laser powerd rockets
I just tested it- Selection-moveToBack does indeed set zDepth to 0.0. For some odd reason, it's always a float value (0.0, not 0; 1.0, not 1) and one geom = one unique zDepth. But really, I would always set zDepth to -100.0 if I wanted to spawn something to back (which I never would anyways, I would just leave out the zDepth part of the script, so it would spawn to front).
[/offtopicish]
[/offtopicish]
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
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