Phunlet code(not what you think it is)

About advanced scenes, and the Thyme scripting language used in Algodoo.

Phunlet code(not what you think it is)

Postby legophunpp » Sun Feb 14, 2010 9:54 pm

I am not talking about the run of the mill spawning a phunlet at e.pos.

I mean, is there a code for saving an object as a phunlet.

Such as, e.other.saveasphunlet"phunlet1".

Any ideas? :idea:
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Re: Phunlet code(not what you think it is)

Postby Cs24 » Mon Feb 15, 2010 6:34 am

umm. . . I don't think there is. 'Cause saving a phunlet requires the objects to be selected, and AFAIK there's no way to do that with thyme.
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Re: Phunlet code(not what you think it is)

Postby Mystery » Mon Feb 15, 2010 7:55 am

No was to do that yet.
Thyme is always expanding in an unpredictable. Method-X showed us this it was a rapid forward in development who knows what the next big thing will be.
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Re: Phunlet code(not what you think it is)

Postby RA2lover » Tue Feb 16, 2010 4:52 pm

you can use scene.addgroup with its name "selected" and add the object's geomids to make them to be selected(in theory should work) then you can save it(dont ask me how, but they blocked the scene.saveas command for security reasons. i think they did the same to this one)
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Re: Phunlet code(not what you think it is)

Postby legophunpp » Thu Feb 18, 2010 12:24 am

what security reasons?
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