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Use Scene.AddCircle{} for unlimited ammunition.
Awesome, by the way.
Too many excess parts of code.
You can ignore values that you don't want to be changed (ControllerAcc etc.)

Also, use e.normal*50 as vel to shoot in weapon's direction, and timeToLive to make things disappear on their own.
Last edited at 2017/09/22 08:53:47 by DugRel
Your "darkpurple" design is awesome!:tup:
XRay, I've started with Thyme, then went to C++, then went back to Thyme.

Linkage, Your scene is awesome. but why it uses scene.my.dead? I didn't see it changes.
To check it i used Scene.entityByGeomID(_target) ? {} : {*actions*};
Last edited at 2015/03/11 14:22:52 by DugRel
You cannot just drag the axle without breaking it up.
11/10 BEST SCENE IN MY WHOLE DAMN LIFE
You stole it from ­there.
Last edited at 2015/03/17 23:31:26 by DugRel
You stole it from ­there.
And also, you stole my exhaust, but i don't mind.
Круто, но:
-небольшая надежность констукции
-"крутится" - "is spinning".
"Steering thrusters" are below the center of mass, so they are inverted.
Wheel motors are overpowered and suspension is extremely weak.
Great dust!
I found why boxes are indestructible: "is this a bullet" condition checks the texture, which isn't saved in scene.

Better to use something like _isbullet = true.
Last edited at 2015/03/23 16:49:36 by DugRel
_living_ shadow. Not alive.
white circle -> script menu ->
onCollide = (e)=>{e.other.color = e.this.color}
1 - Колеса должны быть круглыми. И менее пружинящими.
2 - не используй такие огромные фигуры как "холмы". Физика может неправильно с ними работать. Решение - разрезать твои холмы на много меньших.
How does it work?
About random numbers:
-rand.boolean returns random boolean, true or false.

-rand.direction2D returns the random vector with the distance from [0,0] equals to 1. If used many times in a row - vectors will make accurate ring.

-rand.normal - returns the number in range of -1.5708 to 1.5708(-half-pi to half-pi). May be used to get a random angle.

-rand.normal2D - same as above, but returns the vector. Unlike direction2D - if used many times in a row, it will make something like explosion, not ring. I use it to make some inaccuracy for guns, or to randomize movement of things like smoke.

-rand.uniform01 - as you said - random float in range of 0.0 to 1.0
Awesome!

But i think, bullets must have tracers.
Where's the friction?
ivanivanovicpupcin:

vk.com/algodoo, там есть учебник, но он неполный. Но там можно спрашивать у людей, знающие ответят. Плюс, там админствует Килинич, великий скриптописатель, некоторые его работы есть на главной Алгобокса.



The Linkage:

This thing is one of three target filters: if an object's _ignore variable is defined and equals True, then it can NOT be set as target. Ignored objects are spawner and bullets.
Я тоже так сделал, но бой получился командный. Могу выложить.
Last edited at 2015/08/03 01:24:25 by DugRel
Useful thing, i use something like this in my scenes, to spzwn complicated objects. But without scene.my.

Spawner script menu:
_RocketPostStep = (e)=>{blah blah}

_SpawnRocket = (n)=>{blah blah; PostStep := _RocketPostStep;}

PostStep = (e)=>{checking the button; _spawnRocket(1); add delay;}
Amazing!
Custom map lol

They just cannot see the enemy. Increase the laser length(one of last rows in _SpawnDrone. LAlt + LMB to drag the script menu while writing or to see the end).
And yeah, they have to be closer to mid.

And also, maybe better to add new teams instead of spawners of the same team?
I wrote how in the desc.
Last edited at 2015/08/05 00:24:36 by DugRel
As in other "Custom map" - most of drones just cannot see the enemy. Maybe there should be two passages instead of one?

About 4 teams: Did you read the final part of my description?


Thanks for the ideas, Maybe i will try to make this Survival thing.
Последняя строка в описании здесь гласит: "!Разрешаю модифицировать!", так что Да, можно.
Last edited at 2015/08/05 00:28:45 by DugRel
-Слишком быстро убивают - с 1 пули.
-Отваливающиеся глаза выглядят неестественно. Особенно когда дроны пытаются их убить.

А еще permission OF DugRel.
Кхм, я имел ввиду исправить только последние 3 слова описания, а не всё.

"Published with the permission of DugRel"

По поводу оптимизации: В своей сцене я снизил количество лазеров-сенсоров до шести, и убрал у них отражения, плюс оптимизировал сам код проверки цели. Первые два способа должны позволить сделать дымок. Только не слишком длинный.
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