SP3x. The Plan.
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i can't see anything in the script that makes it make a noise! how do you do it???
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@hobbnob said:
i can't see anything in the script that makes it make a noise! how do you do it???
open the UI and click on the baseball bat. You will see the code in On Touch.
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ummm, the on touch bit doesn't shwo in the ui, and yet i have all the other functions and the sound works perfectly, what's worng? I'm going to reinstall...
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I think on touch and tick have been removed in this release, or hidden anyway. People with the first download of SP3RC1 might still have it showing
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lucky sods, cphilli[s deleted the one with on touch and ontick, which is annoying, what is the eta on sp3x?
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Ah we both had it too, but I think we both reinstalled it No worries, SP3 X is just a few days away...
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yeah in a few days we shall be in a state of pure elation
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I dunno; I think that cone's watching me...
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things are going to be proper advanced with things like that, just imagine: tracking turrets, missiles etc, automatic dogfighting aircraft that jink if hit, imagine the possibilities!!
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When will the final version of SP3 be released?
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I think technically this is the final version. SP3 X is actually separate, since models made with it probably won't work in SPIV.
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i have quite a pressing question: will sp3 final and sp3x be able to coexist? because if not then there will be a few issues
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SP3x will be out as soon as I can finish a few things and add some warnings.
In the meantime a few of the new script commands are available even without the events.
Create a cone and a sphere. Then set the thruster to:
lookAt("sphere");0
lookAt is a new script command that forces an object to "point at" another uniquely named object.
The ";0" part means that the thruster is off. If you want you could make it ";leftx" or whatever.
Note I think I might change lookAt to something else. So it might not work for long. Thats the nature of these experiments.
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@cphillips said:
SP3x will be out as soon as I can finish a few things and add some warnings.
In the meantime a few of the new script commands are available even without the events.
Create a cone and a sphere. Then set the thruster to:
lookAt("sphere");0
lookAt is a new script command that forces an object to "point at" another uniquely named object.
The ";0" part means that the thruster is off. If you want you could make it ";leftx" or whatever.
Note I think I might change lookAt to something else. So it might not work for long. Thats the nature of these experiments.
thought you guys might like this
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When i added the batting practice noise script to a machine gun, it wouldn't play the noise until a minute later. That even happened after the simulation stopped. What is wrong?
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Nevermind. It was just a mistake
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May i request that instead of cutting the sound off when the object is hit during another sound cycle, make them overlap. Almost like a machine gun. OFF TOPIC: I had some more disastrous results when i had built a machine gun. I could only hear white noise when the projectiles collided, so i kept turning up the volume. BOOM!!! after the last shot had collided my eardrums had never seen worse days. Right now i feel pretty stupid...
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The sound is limited to what the built in Sketchup play_sound command can do. At some point I may hook up a real sound API. But not anytime soon.
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Sorry the SP3x version isn't ready yet. I haven't had time to work on it this week. And it looks like I am going to have to fix a few bugs in the Release Candidate first.
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Did this in a few hours. It uses the Knight model and animation from Scott Lininger's Prince IO game:
http://www.sketchucation.com/forums/scf/viewtopic.php?f=180&t=14291&start=0&st=0&sk=t&sd=aIt uses lookAt to point the knight in the direction the joystick is pointed. and the new push command to make him move.
The animation is a trick used in the Knight game. The object really contains all the animations as hidden geometry. I cheated a little bit on the animation playback.
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