Working on new scripting system.
-
I HAS to be at runtime... the basis of any AI system is dynamic pathfinding. It'll re-calculate a route every time the target changes... anyway, if it crashes, I'll try something else
This explains it better that I can: http://www.policyalmanac.org/games/aStarTutorial.htm -
Quick question for Chris Phillips: I saw one of the videos that you posted, that demonstrated the new joint-connect script. As I recall, the connection looked much stronger than the current joint connections. Is this true?
-
I havent changed anything to make joints stronger. In fact I have been spending a bunch of time trying to figure out how to make a weaker kind of joint.
-
Any news on release yet... nothing specific, but a couple of weeks? More that a month? Throw me a bone here
-
I am sorry, I really dont know at this point. I am making good progress but so much of it is unfinished and during the summer the amount of time I can spend on it is limited. I might setup a closed beta so that you guys can start testing some of the new scripting features.
Lately I am working on doing the scripting interface in wxSU instead of webdialogs. That should make it a lot simpler to add new features. Also I am going to add some settings to fixed joints to allow them to be "springy". Its hard to explain but kinda fun.
-
@cphillips said:
Also I am going to add some settings to fixed joints to allow them to be "springy". Its hard to explain but kinda fun.
That's almost possible now; just move the joint fairly far away from the object that's attached to it.
-
A closed beta would be great! I appreciate it's just you, working on this huge plugin... if it's done when it's done, that's fine by me
-
Chris, can you tell us the new features that will be in the next release?
-
Almost all of the new stuff is outlined in this thread. Mostly it is the new scripting system which should make a lot of new stuff possible.
Beyond that there is the ability to set object density and maybe adjustments to how stiff some joints are.
-
Can we get SP3 X April 6 even if it's not done? I'm pretty sure many of us here would like to see new features. Please, CPhillips.
-
We can't pressure him too much. This is a big project. Besides, we won't be getting it soon, because he is probably still debugging and working out all the little errors. We would probably just have what we have now,and a few of the new features, but with a whole lot of problems.
-
Sigh, I guess a little pressure is warranted. Its been a while since a release. Ill work on an interim release but no promises.
-
Thank you! I'm guessing most of the features outlined in this topic will be in it.
-
I have a script problem.
results=UI.inputbox ["Drive Options"], [""], ["Motor|Thruster"], "Drive Options" if results=["Motor"] then @@motor=1 end
. I can't figure it out. It might be related to Sketchyphysics. The motor that retrieves @@ motor will spin regardless of input. I can't control it!
-
@unknownuser said:
I have a script problem.
results=UI.inputbox ["Drive Options"], [""], ["Motor|Thruster"], "Drive Options" > if results=["Motor"] then @@motor=1 > end >
. I can't figure it out. It might be related to Sketchyphysics. The motor that retrieves @@ motor will spin regardless of input. I can't control it!
You put 'if results=["motor"]. it should be ==, not =. When you put =, it sets @@motor to 1. if you change it to ==, it will work properly.
-
results=UI.inputbox ["Drive Options"], [""], ["Motor|Thruster"], "Drive Options"
if results=="Motor" then @@motor=1;end
if results=="Thruster" then @@thruster=1;end
Still won't work. -
@unknownuser said:
results=UI.inputbox ["Drive Options"], [""], ["Motor|Thruster"], "Drive Options"
if results=="Motor" then @@motor=1;end
if results=="Thruster" then @@thruster=1;end
Still won't work.then do this:
results=UI.inputbox ["Drive Options"], [""], ["Motor|Thruster"], "Drive Options"
if results[0]=="Motor" then @@motor=1;end
if results[0]=="Thruster" then @@thruster=1;end -
Shoot! It's not working after all. It had worked(I thought anyway).
-
results=UI.inputbox ["Drive Options"], [""], ["Motor|Thruster"], "Drive Options" if results=="Motor" then @@motor=1;else;@@motor=0;end if results=="Thruster" then @@thruster=1;else;@@thruster=0;end
This worked fine for me.
-
Thank you, •BTM. Now I have another question for Chris Phillips. How can I stop the sim using script? I have an idea for a safety script for very laggy model sims that would make good use of it. I can set a timer to stop the sim automatically after 5 or 10 seconds if things get out of hand, or if I made a bad mistake.(like forgetting to set a message box to appear only once, not every frame.)Would be pretty useful. I might try to form it into a plugin, if I can.
Advertisement