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Negative Air Friction
http://45.55.195.193/viewtopic.php?f=75&t=19060
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Author:  CaveCricket48 [ Tue Jun 22, 2010 1:38 am ]
Post subject:  Re: Negative Air Friction

Code:
function Create(self)
   self.acceltimer = Timer();

   self.acceldelay = 100; -- time-delay between accelerations (in MS).
   self.acceleration = 2; -- scalar acceleration. 1 is no acceleration, 0.5 is deceleration by half previous vel, 2 is acceleration by double previous vel.
end

function Update(self)
   if self.acceltimer:IsPastSimMS(self.acceldelay) then
      self.Vel = Vector(self.Vel.X,self.Vel.Y)
   end
end

There's your acceleration/deceleration script.

Author:  Awesomeness [ Wed Jun 23, 2010 3:03 am ]
Post subject:  Re: Negative Air Friction

In your script, where does it multiply the velocity by the acceleration? It looks to me like the update method isn't changing the velocity of whatever the script is attached to at all.

Author:  411570N3 [ Wed Jun 23, 2010 6:02 am ]
Post subject:  Re: Negative Air Friction

Change
Code:
      self.Vel = Vector(self.Vel.X,self.Vel.Y)
To
Code:
      self.Vel = Vector(self.Vel.X* self.acceleration,self.Vel.Y*self.acceleration)
Maybe?

Author:  CaveCricket48 [ Wed Jun 23, 2010 7:47 am ]
Post subject:  Re: Negative Air Friction

Whoops, forgot to put that in. What 411570N3 said.

Author:  Dylanhutch [ Sun Jul 04, 2010 5:51 am ]
Post subject:  Re: Negative Air Friction

Yes all very well, and well done, but do you attach it to the bullet or the weapon?


Code:
AddEffect = MOPixel
   PresetName = *Bullet*
   ScriptPath = ???????/????.lua

Or
Code:
AddDevice = HDFirearm
   PresetName = *Weapon*
   ScriptPath = ???????/????.lua


Oops, it is a slightly old thread. Hope you don't mind.

Author:  CaveCricket48 [ Sun Jul 04, 2010 6:05 am ]
Post subject:  Re: Negative Air Friction

You attach the script to the object that you're trying to deccelerate.

Author:  Dylanhutch [ Sun Jul 04, 2010 6:09 am ]
Post subject:  Re: Negative Air Friction

Soo.. The bullet.


Yeah i'll test this in a bit.

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