@DJS8Corporations
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Sorry if it came across in a negative way, but there already were multitudes of the same question already... A search or two would help.
@DJS8Corporations @Jetjjj
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Unity has nothing to do with mod support, only Google. So never until Google changes their policies. Stop bugging Jundroo for it.
@Minecraftpoweer
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I'm not entirely sure about toggling on/off, but if launchCountermeasures is a valid variable you definitely something along those lines.
@Stormfur
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Probably is somewhere, although this the method I was sure was going to work 100%. I use what works. You have any other periodic functions that sinusoids? Not really...
@Strikefighter04
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You need to model the sinusoidal movements of each joint and find the expression for each of them in order to make the most accurate movement.
@Pulkit
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Not my best work, but it works. Thanks for putting it in an easily understandable format. Part 1: clamp(ceil(Trim - 0.99) + ceil(x), -1, 1) Part 2: clamp01(ceil(Trim + 0.1))*clamp01(ceil(0.1 - Trim)) Part 3: clamp01(ceil(Trim - 0.99))*clamp01(ceil(Trim - 0.99)) - clamp01(ceil(0.99 - Trim))*clamp01(ceil(0.99 - Trim))
No, I have not played such a game. Sorry for the delay.
@Trollium
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That's a bit far fetched, regardless of something being a valid successor you could delete just to spite the person. Not to mention stuff about challenges.
@EliteArsenals24
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Of course, give me the activation parameters, preferably in meters per second though. Nevermind, here's your input... clamp01(TAS - A) * clamp01(B - TAS)
Change TAS to other speed types as you see fit, and set value A to the lower bound (m/s) and B to the upper bound (m/s).
@spefyjerbf
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repl.it is the one that I know of that works reliably, I suppose there are also other online compilers that can do what you need without making source code visible.
Spefy, if everything is done through the command line, would you mind putting it on repl.it for other platforms perhaps? I'm fairly sure that would work... unless the program needs special resources to run.
@Strikefighter04
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It purely depends on what you want the digital display to display. However, each digit place (hundreds place, tens place etc.) needs a respective conversion into ones form. I can't do a good job of explaining this right now, I'll try to make a better explanation soon. I've also listed Leehopard's rendition of the same type of system (which I believe is vastly superior) on the previously linked document, so try and use that one.
@Strikefighter04
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Yeah, you should. Although, I'm going to update it soon to version 3.0 with minor bug fixes and improvements, so hold on tight for a bit.
@sheepsblood
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Good job! Though, thing you're doing with clamp there is best done with clamp01, in order to simplify things.
Also, as I have said to many others, funky trees only work with things with an inputController. Detachers don't have this, so you cannot use that with detachers.
@sheepsblood
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That's only a very basic example. Actual implementation of such a system needs slightly more things than that, such as clamp01. Also not very practical. It's nothing but a reference point- check my other work for actual good implementation of inputs.
@ArcturusAerospace
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The
AltitudeAglparameter is defined by the location of your cockpit, so if your cockpit is attached to the engine, yes.@ChallengerHellcat
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I'm on Mac as well, but I got it on Steam... I don't know about how the App Store version works.
@DJS8Corporations
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Sorry if it came across in a negative way, but there already were multitudes of the same question already... A search or two would help.
@DJS8Corporations @Jetjjj
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Unity has nothing to do with mod support, only Google. So never until Google changes their policies. Stop bugging Jundroo for it.
@Jetjjj @ChallengerHellcat
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Beta on mobile is on the TestFlight stuff etc.
Mobile = no mods. Say hello to Google, not Jundroo.
@Minecraftpoweer
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No, inputs work in stuff like detachers now.
@Minecraftpoweer
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Technically by setting the activationGroup to 'launchCountermeasures' the magnet should activate whenever you press the button.
@Notaleopard
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What do you mean by that?
@Minecraftpoweer
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I'm not entirely sure about toggling on/off, but if launchCountermeasures is a valid variable you definitely something along those lines.
@Mattangi2
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SP's physics are surprisingly well done.
@MethaManAircraft
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A funky trees input will override inputController attributes.
@BuiltBionixInd10
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AI has nothing to do with this particular system. As for certain other types of systems, I have yet to test that.
@Stormfur
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Probably is somewhere, although this the method I was sure was going to work 100%. I use what works. You have any other periodic functions that sinusoids? Not really...
Feature incoming
@spefyjerbf
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Makes sense. I suppose I can do that.
@Strikefighter04
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You need to model the sinusoidal movements of each joint and find the expression for each of them in order to make the most accurate movement.
Funky trees will probably do the job there.
@wonkapilot
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Simply put, it's just an anti-tank gun. VTOL for traverse, Throttle for elevation. Extra features have the instructions listed above.
@Pulkit
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Thanks! Glad to help.
@Pulkit
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Not my best work, but it works. Thanks for putting it in an easily understandable format.
Part 1: clamp(ceil(Trim - 0.99) + ceil(x), -1, 1)Part 2: clamp01(ceil(Trim + 0.1))*clamp01(ceil(0.1 - Trim))Part 3: clamp01(ceil(Trim - 0.99))*clamp01(ceil(Trim - 0.99)) - clamp01(ceil(0.99 - Trim))*clamp01(ceil(0.99 - Trim))No, I have not played such a game. Sorry for the delay.
@Trollium
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That's a bit far fetched, regardless of something being a valid successor you could delete just to spite the person. Not to mention stuff about challenges.
You have to be able to work with Unity. The game is built on Unity.
Final Tags... I'll stop here.
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@marcox43 @destroyerP @FranzPeterSiegfried
Tags
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@goboygo1 @EliteArsenals24 @marcox43
Tags
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@spefyjerbf @Thelegitpilot13 @SuperSix
Tags
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@RussianAS @Blue0Bull @LeonardoEngineering
Tags
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@emanuelga @BuiltBionixInd10 @Minecraftpoweer
goshdammit i have a typooooooooo
aghhhhh
@EliteArsenals24
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Of course, give me the activation parameters, preferably in meters per second though. Nevermind, here's your input...
clamp01(TAS - A) * clamp01(B - TAS)Change TAS to other speed types as you see fit, and set value A to the lower bound (m/s) and B to the upper bound (m/s).
Nice job. Spotlighted.
@spefyjerbf
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repl.it is the one that I know of that works reliably, I suppose there are also other online compilers that can do what you need without making source code visible.
Spefy, if everything is done through the command line, would you mind putting it on repl.it for other platforms perhaps? I'm fairly sure that would work... unless the program needs special resources to run.
@sheepsblood
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If it's made through a Python script, and should spefy share it, then it's probably not difficult to port it to Mac. Or so I think.
100% agree. Variable assignment is absolutely critical for some longer scripts, I'm having trouble with that as well.
@jamesPLANESii
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Hmm... I'll have to think about it for a while.
@retroship12
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Settings > Predictor
@robloxweponco
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Check out spefyjerbf's profile, he made a tutorial post on that subject.
@Strikefighter04
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It purely depends on what you want the digital display to display. However, each digit place (hundreds place, tens place etc.) needs a respective conversion into ones form. I can't do a good job of explaining this right now, I'll try to make a better explanation soon. I've also listed Leehopard's rendition of the same type of system (which I believe is vastly superior) on the previously linked document, so try and use that one.
Looks a lot like a DShK!
@Strikefighter04
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X is whatever value you're measuring. Throttle amount, speed etc.
@Strikefighter04
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Yeah, you should. Although, I'm going to update it soon to version 3.0 with minor bug fixes and improvements, so hold on tight for a bit.
Use either this system for digital displays by me, or try modify the one made my Leehopard.
@vcharng
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My mistake, although the point still stands that most expressions can be done through algebraic means.
Currently?
This.
Upcoming build is about 30% more complicated.
@Thueerra
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Make it an inverse ratio function. Simple math there.
@Brields95
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Use sinusoids instead of the default movement method, they work a lot better.
@sheepsblood
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Good job! Though, thing you're doing with clamp there is best done with clamp01, in order to simplify things.
Also, as I have said to many others, funky trees only work with things with an inputController. Detachers don't have this, so you cannot use that with detachers.
@sheepsblood
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That's only a very basic example. Actual implementation of such a system needs slightly more things than that, such as
clamp01. Also not very practical. It's nothing but a reference point- check my other work for actual good implementation of inputs.@robloxweponco
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The old inputs (v<x style) are incompatible with the new input system.