"onnolaserhit"

Suggest changes and improvements to Algodoo.

"onnolaserhit"

Postby electronicboy » Sun Jan 10, 2010 9:44 pm

it would be nice if there would be an "onnolaserhit" which performs the opposite of "onlaserhit".
this would be useful in the process of e.g. making realistic infared cars cars in the q-steer collab.
and would obviosly help in a lot more areas as well e.g. the algodoo computer collab.
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Re: "onnolaserhit"

Postby Kilinich » Sun Jan 10, 2010 10:01 pm

How you expect it should work?
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Re: "onnolaserhit"

Postby electronicboy » Sun Jan 10, 2010 10:11 pm

basically if a laser its runs onlaserhit
if no laser is hitting it then it runs onnolaserhit

and another suggestion would be laserhit change
which if the state of a laser hitting it changes e.g. a laser is shining at an object then it stops then a "onlaseroffhit" ( obviously a better name for it would be used) would be run and obviously one for vice-versa
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Re: "onnolaserhit"

Postby Versieon » Sun Jan 10, 2010 11:09 pm

This sound a lot like the onIdle suggestion, where a script is run all the time. You could ask in the onidle if a laser is hitting and get the same result as onnolaserhit, but with many more aplications.
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Re: "onnolaserhit"

Postby Kilinich » Mon Jan 11, 2010 12:44 am

electronicboy wrote:basically if a laser its runs onlaserhit
if no laser is hitting it then it runs onnolaserhit

and another suggestion would be laserhit change
which if the state of a laser hitting it changes e.g. a laser is shining at an object then it stops then a "onlaseroffhit" ( obviously a better name for it would be used) would be run and obviously one for vice-versa


You mean to make some event occurred on first frame than laser didn't hit something after it hitting something??? It sounds nutz but actually you can do it with semi - transparent prism and scripting :lol:
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Re: "onnolaserhit"

Postby Sonic » Tue Jan 12, 2010 8:22 pm

This could cause massive lag if the script runs every step of the simulation.
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Re: "onnolaserhit"

Postby standardtoaster » Tue Jan 12, 2010 8:26 pm

Perhaps you would be able to adjust the frequency?
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Re: "onnolaserhit"

Postby KarateBrot » Tue Jan 12, 2010 8:37 pm

Sonic wrote:This could cause massive lag if the script runs every step of the simulation.


but only if there's A LOT of script. functions in the console are updating instantly at any time too but although it doesn't lag so i think it would work just fine without lags.
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Re: "onnolaserhit"

Postby Sonic » Wed Jan 13, 2010 2:25 am

What if you set it so that onnolaserhit it spawns a circle? That means every step you'll get another circle. Pretty soon you'll have 1000-2000 circles.
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Re: "onnolaserhit"

Postby standardtoaster » Wed Jan 13, 2010 3:23 am

I'm pretty sure that it would be common sense not to put something that could potentially crash Algodoo as a script there.
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Re: "onnolaserhit"

Postby Fujitsu » Wed Jan 13, 2010 4:50 am

Sonic wrote:What if you set it so that onnolaserhit it spawns a circle? That means every step you'll get another circle. Pretty soon you'll have 1000-2000 circles.


What's the difference between that and a beacon that spawns circles?
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Re: "onnolaserhit"

Postby standardtoaster » Wed Jan 13, 2010 5:23 am

That's a really good way to put it! That would make beacons use even less collisions!
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Re: "onnolaserhit"

Postby electronicboy » Wed Jan 13, 2010 3:50 pm

the main use of this would be to set a variable to something if a laser is hitting and object and another if it no laser is hitting.
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Re: "onnolaserhit"

Postby niffirg1 » Sat Jan 16, 2010 5:37 am

Didn't Standardtoaster or some suggest something like this. I believe it was Onidle
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Re: "onnolaserhit"

Postby standardtoaster » Sat Jan 16, 2010 7:48 am

Yes, I did suggest that a while ago and a few people supported it.
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