collide set

Suggest changes and improvements to Algodoo.

collide set

Postby mrmegawarrior » Mon Dec 13, 2010 3:59 am

instead of having a complicated way of setting the collision layers on the script menu why can't we just have it so it is like: a; b ; c; d; e; f; g . With this new way we could use thyme to change the collision layers much easier
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Re: collide set

Postby Chronos » Mon Dec 13, 2010 5:04 am

The current way works great. Plus, you realize that you would need a string to do those, which is a lot more complicated than an integer.
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Re: collide set

Postby Mystery » Mon Dec 13, 2010 6:15 am

If it make you feel better you can actually do it like this.

Step 1. Copy and paste the following code into the console (F11)
Code: Select all
a = 1; b = 2; c = 4; d = 8; e= 16; f=32; g=64


Step 2. You're done that's it you are literally finished.

Examples.
I go into the script menu, i pump in "collideset = f" press enter and it instantly changes to 32.
If i pump in f + b + g it changes to 98 (32 + 2 + 64 = 98). Best of all, it will still work fine and dandy for everyone with a different computer.

But lets assume for you, that's not good enough (you seem cheap like that). So when i want my object to change to f + b + g and i don't want to see it in some alien language numbers gibberish (no more reverting to 98) i pump in {f + b + g} and the code still works fine. Just remember doing thing like this won't work on other peoples computer as the a = 1; b = 2 code is stored in your config. So if you want everyone else to enjoy the wonderful, funderful perks of this method you need to add it to the scene somehow.

(manual phn editing FTW)

Or you can just learn math.
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Re: collide set

Postby mrmegawarrior » Mon Dec 13, 2010 2:27 pm

thx
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