11/30/2022 0 Comments Play algodoo car destruction![]() I made them omni-directional, so it doesn't matter which direction they spin/move through the air. The thing that's probably the strangest for Instruments of Destruction is how I handle wings/propellers. It's not a great flying vehicle, but it introduces some of the basic concepts for the new parts. That's a new vehicle that uses a lot of new parts, including 6 wings. There were many worms in the can that is flying parts, and I don't think I'm done figuring out what to do with them all.Įither way, here's where to start: Go into Sandbox mode (now loads Desert Test by default), and load up the Showcase Vehicle: First Flyer (3rd column on the bottom). And created a map that actually feels big enough for flying. And added some new effects to make flying feel better. All the islands in the game don't really feel big enough to fly on, so I created a new procedural ground plane generator, and updated the level editor to support larger maps. Adding flying parts to the game changes the dynamic of the "gameplay" significantly, but so far there's not much to do with flying vehicles in the game, aside build them and fly around 1 map. There are 4 significant new flying parts (5 if you include an XL version), and an updated Vacuum Turbine to be an alternative to Thrusters. PLAY ALGODOO CAR DESTRUCTION FULL_num(e.other.Version 0.190 has a lot of changes, so I'll reverse the recent trend and go over the highlights of it first, then drop the full changelist below. _num = _change(_num, e.other._num - 1, _num(e.other._num - 1) + 1) //Change the marble counter of the color by one If a marble of the same color reached before this marble.Į.other.pos = (scene.entitybyid(_l(e.other._num - 1))).pos //Teleport the marble to the marble holder _l = _change(_l, e.other._num - 1, _cir) //Change the value of _l, so that when other marbles of the color reached, we can get the entity of the marble holder asapĮ.other.pos = (scene.entitybyid(_cir)).pos //Teleport the marble to the marble holder _cir := eval("scene.my._circles" + (_n)) //Get the entityid of the marble holder we want ![]() _n = string.length(_islist) //Get the number of the marble holder we want to teleport the marble to _islist = _islist ++ //ADD THE MARBLE's NUM TO ISLIST IF THE COLOR REACHES THE END FOR THE FIRST TIME. PLAY ALGODOO CAR DESTRUCTION CODEOk, so, in the teleporter's oncollide, type in (there's explaination in the code) (also, this code is sightly different than the one i use, to make it easier to understand): (e)=>) I recommend you to type all of these yourself, as typing instead of copying help you learn quicker :) It is to help us change a variable in a list without the need to type 10 lines of code.Įz, right? But now, the hardest part : Scripting. Lastly, the _change function is just to help us save some time. For example, if 3 red marbles and 1 orange marble reached, _num :=. For example, _l :=, then red marbles (1) should go to the marble holder with entityid 51, oranges (2) to the one with entityid 32, and so on.Īnd secondtolast, _num is to hold the number of marbles of a color that had reached the end. It i used to hold the marble holder a color should go to. ![]() Else, teleport it to the color's marble holder. ![]() If no, find an empty marble holder for the color. The _islist is to check if a color reached the end before. So before we continue, here's some explaination: ![]()
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