var hub_speed = 1.0;
var head_speed = 0.01;
Thanks for making this! :DYou're welcome! I've always wanted to test this, but no real motivation :D :P
I knew it had to be a "vehicle" in order to make animations. Maybe in the future we could import animations onto our static models!
And yeah, that model sure looks better, i should have spent more than 5 minutes modelling, oh well :P
Sounds like there may be need for a new class of objects.Yep, we definitely need scriptable objects for this kind of things...
Very nice job, Levi! You're getting to be the Outerra grand master at this stuff.Thanks, but with this one wasn't hard at all. I've done it in 10 minutes :P
Looks like you have the stutters during video recording as well. Makes me feel a bit better, as I've have been turning my poor computer inside out running tests to find out what was wrong. At least its not just me!
Sad part is that we can spawn vehicules as permanent static objects, but it's impossible to use them :(You can enter the vehicles after placing them as permanent static objects, but sometimes it's somehow bugged, and impossible to enter...
I've tested with this one, and I was able to use it, even after restarting Outerra...
I've tested with this one, and I was able to use it, even after restarting Outerra...
Oh? It didn't work for some reason for me :) So we just need a way to make vehicule animations start directly when they are loaded and we will have basic animated structures!
Can you or anyone explain the .js script? What part is the head and hub? They both have a speed.
var hub_speed = 1.0; <<------- This is the speed multiplier for the hub/propeller. Rotates on the horizontal axis.
var head_speed = 0.01; <<------- This is the speed multiplier for the head turning. Rotates on the vertical axis.
If I wanted to try to make my own windmill or something similar. What the parts be named or how would that be set up? This is a neat idea you came up with and the script is so short and simple.It's very simple, for this turbine I just named the moving parts('head' and 'hub') and wrote in front of them 'BONE_'. This way you tell the importer that the objects with 'BONE_' in front of their names can be accessed via script. In the modelling software, those objects's names will look like: 'BONE_head' and 'BONE_hub'.
head = geom.get_joint('head');
hub = geom.get_joint('hub');
Thanks, I was able to make one of my own. I don't know much about JavaScript. Since this one was short and simple I figured I could get it to work.Glad you figured it out!
How about a script that makes something rotate the part back and forth like a radar or oscillating fan?
Thanks again. Very useful.
Line 544 //Misc
//CabFans
//base
if(fans_base>=1){fans_inv=1;}
if(fans_base<=-1){fans_inv=0;}
if(fans_inv==0){fans_base+=dt*0.5;}
if(fans_inv==1){fans_base-=dt*0.5;}
geom.rotate_joint_orig(left_fan_base, fans_base, {x:0,y:0,z:1});
geom.rotate_joint_orig(right_fan_base, fans_base, {x:0,y:0,z:-1});
var fans=0;
var fans_base=0;
var fans_inv=0;
Thank you Levi. It helped me. Are there any books or links on the scripting? How come you know so much?
Love how Acetone has these scattered around his test scenery. I would love it if they were spinning.
Thank you Levi. It helped me. Are there any books or links on the scripting? How come you know so much?Glad it helped!
Cause' his brain is so large he has to learn how to drive a truck to carry it around in! ;Dlol, you made my day! ;D ;D :D
Is it possible for these windmills to autostart when Outerra is launched, yet?No, not yet, unfortunately.