selfHarm false or true for all of the weapons
the ability to add collisionGroups to parts so that they can only collide with specific pieces
disableAircraftCollisions will work wonders for you. Though this doesn't apply to explosive damage (though why would you not want bombs to do their job?).
The second is interesting but already possible if you do your disableAircraftCollisions right.
or maybe even program blocks that let you program builds to do something every few seconds or so with hinges pistons rotators gyroscopes flaps props exedra.
I just can't. This is the best humanoid walker I've ever seen in my time here on SP. It has so much preprogrammed functions, it's just... Wow. All the kudos for the effort.
@Aarons123
.
Well I'm literally copypasting: smooth(clamp01(Activate1), clamp01(Activate1)/c)
Change c however you see fit, it will determine how fast the input lasts for. e.g., if c = 1, it will last for a second, cumulative, if c = 5, it will last for 5 seconds, cumulative.
@Avro683Lancaster
.
You can, use only logic to handle operations, but it makes the code far simpler if you just use selection by calculation, using 0 and 1 instead of false / true (-1, 1).
@X4JB
.
Boundaries? As in? I do have "irreversible" input controllers, but I'm not sure if that's what you're looking for. If you could clarify I could possibly help.
@Kakhikotchauri1
.
You simply have to add a modifying constant. Do something like a*sum(Control), where a is some large number (try 10, 100, 1000 etc.)
@Kakhikotchauri1
.
I'm sorry, I really can't understand what you're trying to say... If you want rotators to work without stopping, smooth(Time, clamp01(Control)) should work, where Control is any controllable user input boolean variable, e.g. FireWeapons.
@vcharng
.
If that ever happens, I'm going to expect it's for SP2. SimplePlanes's basic structure is too archaic in its current state to be as powerful. For such functionality, I think a completely new work from the ground up would be much more suitable.
@vcharng
.
At that point why shouldn't SimplePlanes become an industry standard program? I mean, it's still a game... I'm not expecting game devs to compete with the number one industry standard software, really...
@SpiritusRaptor
.
Funky trees really expands your options, doesn't it... Lots more cool stuff will be coming from me as soon as the patch drops for everyone. Planning on my long lost SP dream a reality too.
@Adityo0502
.
WIth your input, you start at a value of 1 because -1 * -1 = 1. During the "increase" of the smooth function, you eventually will reach a point where 0 * 0 = 0. FInally, upon the end of the increase you'll have 1 * 1 = 1, leading to this looping back motion you mentioned.
@Rickyjasper2
.
You're wrong. Reports all read. You're wrong if you think plats are immune from bans b/c they did dumb things, you haven't been around here enough to see one that stupid. I don't think silver is much of an "larger" user either, so that's that.
@CRJ900Pilot
.
Nope, sorry I couldn't get to you quicker.
@CRJ900Pilot
.
Idk if you still need my help, if you do please leave me a message.
@goboygo1
.
Incorrect.
SelectedWeapon
is a string type variable.@SemedianIndustries
.
Not sure what you mean by that. They only exhibit motion, not data.
disableAircraftCollisions
will work wonders for you. Though this doesn't apply to explosive damage (though why would you not want bombs to do their job?).The second is interesting but already possible if you do your disableAircraftCollisions right.
Funky Trees says hello.
+1Cool, but the complexity is quite unnecessary.
+1I just can't. This is the best humanoid walker I've ever seen in my time here on SP. It has so much preprogrammed functions, it's just... Wow. All the kudos for the effort.
+4Holy crap. This is beyond me. It's simply beyond everything I expected.
Holy crap, she blinks her eyes!
@CookieCrumz
.
Thank you.
@Saturnite
+1.
Precisely the concept.
@leekedleek
.
Steam does that automatically, but if that was included in the basegame it would create too much server load.
rate(x)
:Rate function appears to be broken as of 1.9.205.
@redbear89
.
clamp01(Altitudethingy)
@Aarons123
.
In that case, multiply some constant to the entire expression. I.e., add something
2*
to the front for 2x speed.@redbear89
.
Use clamp01 on it.
@Aarons123
.
Should work... Works for me.
smooth(clamp01(Activate1), (clamp01(Activate1)/9999))
@Aarons123
.
Well I'm literally copypasting:
smooth(clamp01(Activate1), clamp01(Activate1)/c)
Change
c
however you see fit, it will determine how fast the input lasts for. e.g., ifc
= 1, it will last for a second, cumulative, ifc
= 5, it will last for 5 seconds, cumulative.Basically this.
@redbear89
.
Yep, exactly.
Thickness? I'm not sure what this is about.
+1@IDoStuffTho
.
Change impact damage attribute.
@Avro683Lancaster
+2.
You can, use only logic to handle operations, but it makes the code far simpler if you just use selection by calculation, using 0 and 1 instead of false / true (-1, 1).
Damn, vanilla tracks done extremely well... Nice job.
You could reduce dragpoints however.
@UnlistedPlanes
.
Outline the input cycle, what inputs you want to use, the what part you are using this with. Best if you can provide a logic table.
@X4JB
+1.
Ah, I wasn't thinking straight, but you should be able to do that with the smooth function by manipulating the rate.
@X4JB
.
I mean, I'd say it's as simple as clamping the input to the sum function... Like so:
sum(clamp(Yaw, -0.5, 0.5))
Something like that.
@CRJ900Pilot
.
Sure, just make sure to be pretty specific.
With the delivery of the new beta, it makes more sense to use
GearDown
for FT inputs rather thanLandingGear
. Make sure to use that instead.@X4JB
.
Boundaries? As in? I do have "irreversible" input controllers, but I'm not sure if that's what you're looking for. If you could clarify I could possibly help.
@Kakhikotchauri1
.
You simply have to add a modifying constant. Do something like
a*sum(Control)
, wherea
is some large number (try 10, 100, 1000 etc.)Not exactly the best FM, but nice. Glad to see you back in the field.
@Kakhikotchauri1
.
Use
sum(Control)
, whereControl
is the input type you want.@Jetjjj
.
This is the last place you should complaining about that to. Do you know why Android lost mod support?
@Baldovino
.
AI do not use ordnance. Cannons are classified as ordnance. Not a bug.
@Kakhikotchauri1
.
I'm sorry, I really can't understand what you're trying to say... If you want rotators to work without stopping,
smooth(Time, clamp01(Control))
should work, whereControl
is any controllable user input boolean variable, e.g. FireWeapons.@Brields95
.
Game Controls -> Fire Weapons -> Change the bind.
@Kakhikotchauri1
.
I can, but I don't quite understand what kind of function you want.
@jelybaca
.
That is exactly what has been done.
@vcharng
+1.
If that ever happens, I'm going to expect it's for SP2. SimplePlanes's basic structure is too archaic in its current state to be as powerful. For such functionality, I think a completely new work from the ground up would be much more suitable.
Cool, try your hand at other linkages as well.
+2@vcharng
+1.
At that point why shouldn't SimplePlanes become an industry standard program? I mean, it's still a game... I'm not expecting game devs to compete with the number one industry standard software, really...
@SpiritusRaptor
.
Funky trees really expands your options, doesn't it... Lots more cool stuff will be coming from me as soon as the patch drops for everyone. Planning on my long lost SP dream a reality too.
@Adityo0502
+1.
Essentially, what you've done is model a quadratic parabola with an equation of x^2, to put it into that perspective. Glad to help.
@Adityo0502
+1.
WIth your input, you start at a value of
1
because -1 * -1 = 1. During the "increase" of the smooth function, you eventually will reach a point where 0 * 0 = 0. FInally, upon the end of the increase you'll have 1 * 1 = 1, leading to this looping back motion you mentioned.@Adityo0502
.
Unless you have an specific objective in mind, I can't really help you. Otherwise refer to the explanation I posted above.
@asteroidbook345
+1.
Referring to older, banned users who were banned for doing dumb things.
@Rickyjasper2
+3.
You're wrong. Reports all read. You're wrong if you think plats are immune from bans b/c they did dumb things, you haven't been around here enough to see one that stupid. I don't think silver is much of an "larger" user either, so that's that.
@Adityo0502
.
What exactly are you trying to do with double multiplied
smooth
s?