Protect the Castle
45 posts • Page 2 of 2 • 1, 2
Re: Protect the Castle
Currently working on my entry, is there any way to make scripted lasers not react with planes? (having an aiming problem because of it, wont go lower than a certain point >.>
- NilsMolinder
- Posts: 36
- Joined: Fri Jun 17, 2011 11:48 pm
Re: Protect the Castle
NilsMolinder wrote:Currently working on my entry, is there any way to make scripted lasers not react with planes? (having an aiming problem because of it, wont go lower than a certain point >.>
Can't say, though, I think you can remove the plane from the certain collision groups that the laser will interact with, of course making the Castle of the same collision group as the plane as well!
- Nisheeth
- Posts: 99
- Joined: Thu Mar 31, 2011 11:15 am
Re: Protect the Castle
Aye, good idea, thanks Now I'll just have to make it actually hit, not just follow the target with lasers, as well! Shouldn't be too hard, just requires some tweaking.
Edit: Maybe a little more than just SOME tweaking. Yeah.
Edit: Right, so a proper interceptor shooting a projectile at the projectile doesn't really work, because to actually have the right speed to be able to hit the target before it's miles away it has to be so fast that it just passes by the target if it hits. YES, I love this program.
Edit: Maybe a little more than just SOME tweaking. Yeah.
Edit: Right, so a proper interceptor shooting a projectile at the projectile doesn't really work, because to actually have the right speed to be able to hit the target before it's miles away it has to be so fast that it just passes by the target if it hits. YES, I love this program.
- NilsMolinder
- Posts: 36
- Joined: Fri Jun 17, 2011 11:48 pm
Re: Protect the Castle
It barely works, if you're lucky it might intercept a projectile or two. Couldn't be arsed to finish it
At least I'm proud of the targeting system! Kinda!
- NilsMolinder
- Posts: 36
- Joined: Fri Jun 17, 2011 11:48 pm
Re: Protect the Castle
I have a much better entry, but it needs a small fix, but it is such a laggy base scene, it takes years to do anything :/
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bozbez - Posts: 149
- Joined: Tue Apr 12, 2011 7:01 pm
Re: Protect the Castle
Your first one could easily be made mobile by just placing it on a truck or something
- NilsMolinder
- Posts: 36
- Joined: Fri Jun 17, 2011 11:48 pm
Re: Protect the Castle
And i'm working on a stupidly complicated lasers memory system.
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bozbez - Posts: 149
- Joined: Tue Apr 12, 2011 7:01 pm
Re: Protect the Castle
@NilsMolinder:
I think I will rate it a bit later.
As a suggestion, you should make it fire a bit lower than the target, rather than at it. This will comply with projectile motion. Tell me if you will update it or not. BTW a good Idea!
I think I will rate it a bit later.
As a suggestion, you should make it fire a bit lower than the target, rather than at it. This will comply with projectile motion. Tell me if you will update it or not. BTW a good Idea!
- Nisheeth
- Posts: 99
- Joined: Thu Mar 31, 2011 11:15 am
Re: Protect the Castle
I think I could use something like {scene.my.spring = e.velocity}, or whatever it'd be, to use a spring to aim the weapon depending on projectile speed.
- NilsMolinder
- Posts: 36
- Joined: Fri Jun 17, 2011 11:48 pm
Re: Protect the Castle
NilsMolinder wrote:I think I could use something like {scene.my.spring = e.velocity}, or whatever it'd be, to use a spring to aim the weapon depending on projectile speed.
Well I am not so good with scripting so no opinion on if it will work. After the contest is over I will show the solution I made!
It wasn't much different than yours though!
- Nisheeth
- Posts: 99
- Joined: Thu Mar 31, 2011 11:15 am
Re: Protect the Castle
Well, mine was really just a proof of concept, it works (follows the target and shoots) but I cba to calibrate and stuff to make it hit properly.
Right, the scripting I had planned will most likely not work. I'd have to use some more comlicated scripting, which is complicated, so I don't know if I can be arsed
Right, the scripting I had planned will most likely not work. I'd have to use some more comlicated scripting, which is complicated, so I don't know if I can be arsed
- NilsMolinder
- Posts: 36
- Joined: Fri Jun 17, 2011 11:48 pm
Re: Protect the Castle
Right, so I decided to update it after all, I tweaked the targeting system and changed the ammunition type.
Stops rounds up to 2000-2500 m/s.
Edit: You should run it on 0.1 sim speed or the lasers wont be able to catch up >.>
Stops rounds up to 2000-2500 m/s.
Edit: You should run it on 0.1 sim speed or the lasers wont be able to catch up >.>
- NilsMolinder
- Posts: 36
- Joined: Fri Jun 17, 2011 11:48 pm
Re: Protect the Castle
Let me know if this is a loophole.
As it says in the description, it spawns a moving wall of boxes. The boxes themselves fit in the build area, but aren't in the build area, and the velocities are nowhere near the end of the velocity slider.
It's entirely Phun-safe.
I also included a sample projectile. Note how it is deflected upwards, even though it is on the ground when it hits the wall.
This is the first scene I've ever submitted thru Algobox! Yay!
Matthias Wandel is epic, in my humble opinion.
I love my brain...
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Thymechanic/Phundamentalist
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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
- Location: The Milky Way Galaxy
Re: Protect the Castle
@Someone Else:
No, it is not a loop hole.
I must say, Great design and concept!!! It even stopped Raydeg's Entry, The first to do so!
But, it is not protecting the castle, it is destroying the castle!
At least in 1.9.7b version. It begins to create the wall that goes back!
Have a look at it and see if you can get around it someway, because this one can be on the top, provided it doesn't destroy the castle itself!
No, it is not a loop hole.
I must say, Great design and concept!!! It even stopped Raydeg's Entry, The first to do so!
But, it is not protecting the castle, it is destroying the castle!
At least in 1.9.7b version. It begins to create the wall that goes back!
Have a look at it and see if you can get around it someway, because this one can be on the top, provided it doesn't destroy the castle itself!
- Nisheeth
- Posts: 99
- Joined: Thu Mar 31, 2011 11:15 am
Re: Protect the Castle
You mean the wall goes to the left? Weird....
I made it in 1.9.7b.
Does the whole wall go the wrong way, or just a small part of it?
In any case, I will right now fix the latter problem.
Done:
I made it in 1.9.7b.
Does the whole wall go the wrong way, or just a small part of it?
In any case, I will right now fix the latter problem.
Done:
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
- Location: The Milky Way Galaxy
Re: Protect the Castle
It begins going both ways, left and right.
EDIT:
Well, it is working now, so no problem.
And I think I am yet too unclear on What is happening:
TTTT |-> o
Here TTTT is the castle , the | is the spawning point of the wall, the -> is the wall, o is the bullet.
Some time later:
TTTT<-<-|->->->->o
Now the bullet collides, and then the wall began to move in both directions!
Congrats.
I will score it in a while
EDIT:
Well, it is working now, so no problem.
And I think I am yet too unclear on What is happening:
TTTT |-> o
Here TTTT is the castle , the | is the spawning point of the wall, the -> is the wall, o is the bullet.
Some time later:
TTTT<-<-|->->->->o
Now the bullet collides, and then the wall began to move in both directions!
Congrats.
I will score it in a while
- Nisheeth
- Posts: 99
- Joined: Thu Mar 31, 2011 11:15 am
Re: Protect the Castle
That's because the high compression the bullet causes upon the wall at the far left end causes newly-spawned boxes to actually get squeezed to the left, even though the boxes are really heavy and moving really fast.
The second version fixes this by spawning killer boxes to the left of the wall. These kill the bits of wall that get squeezed the wrong way.
At least, I think we are describing the same problem. The problem I described is the one I fixed in Version 2, and if that fixed the problem you're describing, then we're on the same page.
The second version fixes this by spawning killer boxes to the left of the wall. These kill the bits of wall that get squeezed the wrong way.
At least, I think we are describing the same problem. The problem I described is the one I fixed in Version 2, and if that fixed the problem you're describing, then we're on the same page.
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
- Location: The Milky Way Galaxy
Re: Protect the Castle
Yup it did fix the problem, and yes we are talking about the same problem!
Again Congrats!
Again Congrats!
- Nisheeth
- Posts: 99
- Joined: Thu Mar 31, 2011 11:15 am
Re: Protect the Castle
I was just reading through the topic again.
---All entries will be tested at 500Hz, unless otherwise specified.
My entry should run at 100Hz. This way, there is some space between the boxes, which I find helps prevent it from backfiring as I described above.
---All entries will be tested at 500Hz, unless otherwise specified.
My entry should run at 100Hz. This way, there is some space between the boxes, which I find helps prevent it from backfiring as I described above.
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.
-
Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: Protect the Castle
Tried your entry in Algodoo 2.
At 100Hz, the box simply destroys the castle.
At 500Hz, it does go above the castle, but barely.
At 100Hz, the box simply destroys the castle.
At 500Hz, it does go above the castle, but barely.
- Nisheeth
- Posts: 99
- Joined: Thu Mar 31, 2011 11:15 am
45 posts • Page 2 of 2 • 1, 2
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