[Thyme][1.5.61]Thyme Command/Variables List
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Chronos wrote:stop being lazy
It's not lazy, it's handy. Otherwise you have to put in the description of the scene: "To input an object first put it on the ground and then change it's collideSet to CE, then...". And I don't think that would come a popular scene, only because of this.
Rideg wrote:I almost never use lasers with 127 as a collision group.
It's just an example, not a real story.
Cave Johnson wrote:Do you know who I am? I'm the man who's gonna burn your house down! With the lemons! I'm gonna get my engineers to invent a combustible lemon that burns your house down!
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Matten - Posts: 435
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Re: [Thyme][1.5.61]Thyme Command/Variables List
What I meant is that you could set the laser default collision group to a custow one. In my case that would be 64.
make sure to check out my work.
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Rideg - Posts: 948
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Matten wrote:Chronos wrote:stop being lazy
It's not lazy, it's handy.
You know what else is handy? An elephant button.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
elephant button?
Cave Johnson wrote:Do you know who I am? I'm the man who's gonna burn your house down! With the lemons! I'm gonna get my engineers to invent a combustible lemon that burns your house down!
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Matten - Posts: 435
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Yes, so whenever I need to make an elephant, I can just click that button instead of building it myself. Sure, it might be useless, but it's helpful to me.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Now that is an amazing idea Chronos. The best I've ever read!
<- Designed by PhysicsGuy
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xplane80 - Posts: 498
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Re: [Thyme][1.5.61]Thyme Command/Variables List
But I think the default function would be more usefull as an elephant button.
Cave Johnson wrote:Do you know who I am? I'm the man who's gonna burn your house down! With the lemons! I'm gonna get my engineers to invent a combustible lemon that burns your house down!
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Matten - Posts: 435
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Nope. It will be helpful to me, so I want it in.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
yeah but a default function would be helpful to multiple users.
make sure to check out my work.
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Rideg - Posts: 948
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Re: [Thyme][1.5.61]Thyme Command/Variables List
It would be helpful to a few. The others aren't lazy. Besides, you would have to go to the options menu when you're done and change it back anyway, or keep changing it back to A when you don't need it. It's not very practical.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
yes it is. If you don't want to use every collision group as a default you can change it to any collision group.
make sure to check out my work.
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Rideg - Posts: 948
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Re: [Thyme][1.5.61]Thyme Command/Variables List
You don't use every collision group as default. You use A.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Ok, I didn't hear you say lasers. Just disable them. It's not that hard. Besides, when I use lasers, I have them on every group more often than not.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Didn't hear but read sorry just had to.
Well back to point I just think it would give the user a little more management over the program so you could customize it after how you would use Algodoo.
Well back to point I just think it would give the user a little more management over the program so you could customize it after how you would use Algodoo.
make sure to check out my work.
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Rideg - Posts: 948
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Since v1.7.5,
There are new function Scene.moveWorld.
This function is similar to Scene.moveToOrigo.
For example,
There are new function Scene.moveWorld.
This function is similar to Scene.moveToOrigo.
For example,
- Code: Select all
Scene.moveWorld([1, 0])
NOTE: I'm not an Algoryx member.
Hi, Algodoo lovers. Have you read next topic? Featured scenes suggestions
To translators: English.cfg changelog will be useful (even for me).
Hi, Algodoo lovers. Have you read next topic? Featured scenes suggestions
To translators: English.cfg changelog will be useful (even for me).
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tatt61880 - [Most Helpful Person 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
w00t? like move all object to the right?
make sure to check out my work.
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Rideg - Posts: 948
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Yes also No, it could just be moving the point of origin [0.0, 0.0] We will never know.
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Mystery - Posts: 2802
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Actually, you can know. Just move the world to the left about 50 units, then go to the world origin. If the scene is still in the origin, it moves the origin. Otherwise, it moves the objects.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Well if it doesn't move the camera (Like you are suggesting) then it's neither.
AFAIK The way thyme works, the only way this would work is by moving all the objects.
AFAIK The way thyme works, the only way this would work is by moving all the objects.
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Mystery - Posts: 2802
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Sorry but new another command.
New function "Bench_Steps" was added at v1.8.
This function will be used for benching purpose.
For example, in my PC, with the scene Algodoo/scenes/official/Cause and effect.phz,
> Bench_Steps(1000)
1000 steps took 2.5950012 seconds.
---
Next variable is also useful.
GUI.sliderLabelPrecisionOffset = 0, default = 0. Higher values gives more significant digits in the slider labels
(NOTE: This variable exists since v1.7.6)
New function "Bench_Steps" was added at v1.8.
This function will be used for benching purpose.
For example, in my PC, with the scene Algodoo/scenes/official/Cause and effect.phz,
> Bench_Steps(1000)
1000 steps took 2.5950012 seconds.
---
Next variable is also useful.
GUI.sliderLabelPrecisionOffset = 0, default = 0. Higher values gives more significant digits in the slider labels
(NOTE: This variable exists since v1.7.6)
NOTE: I'm not an Algoryx member.
Hi, Algodoo lovers. Have you read next topic? Featured scenes suggestions
To translators: English.cfg changelog will be useful (even for me).
Hi, Algodoo lovers. Have you read next topic? Featured scenes suggestions
To translators: English.cfg changelog will be useful (even for me).
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tatt61880 - [Most Helpful Person 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Have all the new variables been edited into the original post?
Rather, can someone (tatt) edit the original post to include all of the new variables and commands?
Rather, can someone (tatt) edit the original post to include all of the new variables and commands?
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Paradigm 29 - Posts: 284
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Paradigm 29 wrote:Have all the new variables been edited into the original post?
Rather, can someone (tatt) edit the original post to include all of the new variables and commands?
I've made a variable table for you!
The table has all variables/commands which is in v1.8.0. (except for geom variables.)
Algodoo wiki: Thyme
I don't have a plan to make a geom variables list, sorry.
NOTE: I'm not an Algoryx member.
Hi, Algodoo lovers. Have you read next topic? Featured scenes suggestions
To translators: English.cfg changelog will be useful (even for me).
Hi, Algodoo lovers. Have you read next topic? Featured scenes suggestions
To translators: English.cfg changelog will be useful (even for me).
-
tatt61880 - [Most Helpful Person 2010]
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Re: [Thyme][1.5.61]Thyme Command/Variables List
Thanks. I'll be sure to look on the wiki from now on.
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Paradigm 29 - Posts: 284
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Re: [Thyme][1.5.61]Thyme Command/Variables List
okay, what on earth does SPH.SetClassicSPH do?
When asking for help, READ THE STICKIES!
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