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Jon
Joined: Thu Aug 06, 2009 8:34 pm Posts: 143
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Re: [WIP] Orion Arm Union
@Ealge0600 thank you very much for your advice. You probably have realized by now that I'm no mathematician. But some helpful advice: Lua is not an acronym, I believe it is a word in portuguese.
Last edited by Jon on Thu Jan 07, 2010 1:22 am, edited 1 time in total.
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Tue Jan 05, 2010 1:37 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: [WIP] Orion Arm Union
Spelled Lua. It is a proper noun, so you capatalize the first letter.
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Tue Jan 05, 2010 5:39 pm |
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Eagle0600
Joined: Thu Aug 13, 2009 7:25 am Posts: 7
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Re: [WIP] Orion Arm Union
Yeah, I remember someone saying in the Wiremod forums that Lua was a proper noun, but I had forgotten. Also, it seems (after doing a quick tutorial search) that the trigonometry functions work in radians, so 90 degrees will actually be the number pi/2 (there are 2pi radians in a circle). Also, trigonometry is a very useful skill that it would probably be wise to learn. It has a tendency to come up a lot in programming. It seems that what I have labelled as "invtan" will actually be "math.atan". Writing up some code now, but as I'm not familiar with Lua, it might not work. edit: Okay, this might work. It probably won't be a good idea to use it until you can also change the deflection code. Code: if dist <= self.forceShieldRange then local relvelx = particle.Vel.X - self.Vel.X; local relvely = particle.Vel.Y - self.Vel.Y; local reldir = math.atan(relvelx / relvely); local relpos = math.atan(distx / disty); if math.abs(relpos - reldir) < (math.pi / 2) then AdjustVelocity(self, particle); else if math.abs(relpos - reldir) > (math.pi * 3 / 2) then AdjustVelocity(self, particle); end end end Another question: Do you really want to be deflecting particles that originate inside the shield? For instance, a bomb going off from within the shield. edit2: This should work for the deflection code. Again, it might not work properly, so if you're going to use it, make a backup. If you have any questions, feel free to ask. Code: --Deflect Projectiles function AdjustVelocity(self, particle) if self.healthLeft >= 1 then local distx = particle.Pos.X - self.Pos.X; local disty = particle.Pos.Y - self.Pos.Y; local relvelx = particle.Vel.X - self.Vel.X; local relvely = particle.Vel.Y - self.Vel.Y; local relvel = math.sqrt(relvelx ^ 2 + relvely ^ 2) local reldir = math.atan(relvelx / relvely); local relpos = math.atan(distx / disty); local absvelx = math.abs(relvelx); local absvely = math.abs(relvely); local healthLoss = (math.sqrt(absvelx ^ 2 + absvely ^ 2) * particle.Mass) / 12; self.healthLeft = self.healthLeft - healthLoss;
local newdir = 2 * relpos - reldir + math.pi; local relvelx = relvel * math.sin(newdir); local relvely = relvel * math.cos(newdir); particle.Vel.X = relvelx + self.Vel.X; particle.Vel.Y = relvely + self.Vel.Y; self.impact = CreateAEmitter("Shield Impact Blast"); self.impact.Pos = particle.Pos; MovableMan:AddParticle(self.impact); self.shieldImpactTimer = Timer(); end end
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Wed Jan 06, 2010 5:16 am |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: [WIP] Orion Arm Union
Can you make the shield smaller? and add some new content soon
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Thu Jan 07, 2010 11:12 pm |
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Jon
Joined: Thu Aug 06, 2009 8:34 pm Posts: 143
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Re: [WIP] Orion Arm Union
I'll try to get some more done this weekend. The dropship gun is coming along well, but there are few bugs, and I cannot release it until they are fixed. I'd also like to improve the Strike Commando since there have been so many complaints, as well as add some more weapons which are currently under the wraps.
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Fri Jan 08, 2010 12:42 am |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: [WIP] Orion Arm Union
Oh, good news I hope you get done soon (but don't rush yourself, or the content)
anyway gl any hints as to things in development (besides the dropship/stuff you have already mentioned)
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Fri Jan 08, 2010 4:19 am |
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Eagle0600
Joined: Thu Aug 13, 2009 7:25 am Posts: 7
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Re: [WIP] Orion Arm Union
Something is wrong with the code I posted, please ignore it.
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Sat Jan 09, 2010 5:46 am |
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Jon
Joined: Thu Aug 06, 2009 8:34 pm Posts: 143
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Re: [WIP] Orion Arm Union
Hello everyone, there will be an update by the end of the week, though perhaps not with the dropship.
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Thu Feb 04, 2010 2:01 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] Orion Arm Union
What's gonna be new?
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Thu Feb 04, 2010 2:04 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: [WIP] Orion Arm Union
as with what Eagle0600 said, if you don't want particles fired by you to be deflected you could do this: in in circular dist from your character (if dist<=x) then check if the particle is in one of two bounding boxes (one to the left of the character, one to the right) then do a check to see if the bullet velx is positive or negative, if it's to the left of your character and positive then deflect it, and vice versa, this does have the downfall that if it's to the left but in a trajectory towards you going at a negative x velocity (could only be done from above/blow) then it could hit you but the chances of that are small. or you could check four bounding boxes, the additional two being directly above and below the character that just deflect anything if it's in them to stop the above happening (though personally I think the chances of the above happening are too slim for you to worry about)
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Thu Feb 04, 2010 9:39 pm |
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Jon
Joined: Thu Aug 06, 2009 8:34 pm Posts: 143
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Re: [WIP] Orion Arm Union
robolee wrote: as with what Eagle0600 said, if you don't want particles fired by you to be deflected you could do this: in in circular dist from your character (if dist<=x) then check if the particle is in one of two bounding boxes (one to the left of the character, one to the right) then do a check to see if the bullet velx is positive or negative, if it's to the left of your character and positive then deflect it, and vice versa, this does have the downfall that if it's to the left but in a trajectory towards you going at a negative x velocity (could only be done from above/blow) then it could hit you but the chances of that are small. or you could check four bounding boxes, the additional two being directly above and below the character that just deflect anything if it's in them to stop the above happening (though personally I think the chances of the above happening are too slim for you to worry about) I am aware of this, and I could have done Y bounding boxes, but I have tested it and never has anything passed through the shield when health is still left.
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Sat Feb 06, 2010 2:35 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: [WIP] Orion Arm Union
If you want a shield deflection logic, you can steal from my Bbl Inc mod, though it seems like you have it done already.
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Sat Feb 06, 2010 2:41 am |
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Jon
Joined: Thu Aug 06, 2009 8:34 pm Posts: 143
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Re: [WIP] Orion Arm Union
Duh102 wrote: If you want a shield deflection logic, you can steal from my Bbl Inc mod, though it seems like you have it done already. I didn't steal from your mod, okay? My code may look similar, but I can assure you, that is completely accidental.
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Sun Feb 07, 2010 12:33 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: [WIP] Orion Arm Union
Oh, no, I didn't mean to seem like I was calling you a pirate. I was offering my code but saw that you already had a shield script so you wouldn't even need mine.
My apologies for the mixup.
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Sun Feb 07, 2010 12:42 am |
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Jon
Joined: Thu Aug 06, 2009 8:34 pm Posts: 143
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Re: [WIP] Orion Arm Union
Duh102 wrote: Oh, no, I didn't mean to seem like I was calling you a pirate. I was offering my code but saw that you already had a shield script so you wouldn't even need mine.
My apologies for the mixup. Sorry about that. Now, THAT was a doozy. ^^ I won't have it finished by the update, but I will have some new guns for the mod.
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Sun Feb 07, 2010 7:42 pm |
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