@sheepsblood
.
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
.
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.
Intriguing. Personally, ambivalence != hostility, but sure.
If tagging is a problem for you I can gladly avoid that.
why now?
I've attempted to start up a constructive discussion solely because the build is of interest, not the user necessarily. Probably why I don't have a track record of upvoting your creations, 'cause flying things don't really fit my bill. It's just another opinion on a common field of creation, mate.
Well, cool with the upvotes, though. I just sometimes neglect to do so.
My version of a fixed-interval timer uses the following input.
Time - x*floor(Time/x)
Where x is any time interval you wish to use. I've used this to create a timer for assisting relative velocity approximation. This one is way cooler, though.
@spefyjerbf @asteroidbook345 @Avro683Lancaster
.
Thanks for the reply! I just need you to review my work for the purely physics-based section, the conversion of physics into funky trees hasn't been done completely yet. That's for me to work on and fix! Anyhow, here's the documentation of my process.
Perhaps. However, you can now improve them using the new system, especially with transformations of the function sin(Time) to create pistons motions that you precisely now the cycling periods of. Just go and improve them.
@vcharng
.
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
.
Make it an inverse ratio function. Simple math there.
@Brields95
.
Use sinusoids instead of the default movement method, they work a lot better.
@sheepsblood
.
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
.
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
.
The old inputs (v<x style) are incompatible with the new input system.
The horrors!
@sheepsblood
.
That's riiiight in there. Regardless, I think I can add a couple more complex examples, I'll do so soon.
@CRJ900Pilot
.
I can, but I'm too lazy rn...
@Leehopard
.
제건 원래 더 더러웠어요ㅋ 범위를 묶지 않고 각 숫자마다 해버려서 ㅋ
@X4JB
.
Pretty much, a bit simplified though.
@Leehopard
.
Slightly different system.
@goboygo1
.
The original poster.
@jamesPLANESii
.
v<asdf is the archaic input version. Funky trees and v<asdf style inputs are not compatible.
@goboygo1
.
It's not hard, but I need exact specifications from OP.
@CrashFighter05
.
Really? Works completely fine for me. Did you put in the script properly?
@Thueerra
.
Weird. Works fine for me... The rotator only moves when I press on Pitch with that function.
There is a dark mode addon for the site. Please use the search bar for that, it's a script by WNP78 I believe.
*peek.
@Timewolf
.
Not in-game, just literally convert units.
@Timewolf
.
What part are you inputting that to? Also, make sure to only use SI units- the game is coded with it.
@Sm10684
.
Depending on what you want, it may be possible.
오호... 간단하고 효과적인 방법이네요. 플랫폼 위에 안정기를 올려도 되겠네요. 물론 포탑 무게가 늘어나면 조금은 어려워지겠지만.
Not possible. Entity tracking isn't a thing yet.
@sheepsblood
.
Haha, I just happened to pass by. Very cool!
@WarHawk95
.
This is within the realm of most modern high school curricula. Most should be able to understand some of it.
@randomusername
.
What do you want to do? Also a*exp(x) is not a^x, you have to do pow(a, x) to do a^x.
Hey.
@Chancey21
.
Cool, leave a comment or something, or just DM me on Discord.
@BogdanX
.
I do, contact me on Discord @SnoWFlakE0s#7577.
Leave a DM or something when you need me.
Sorry for the lack of mobile formatting! But still very cool, this'll be my entry into the cannon challenge.
@GhettoScouser
.
MP mod is made by a dev.
@WarHawk95
.
Will work:
clamp01(ceil(0.1 - Fuel))
@WNP78
.
No, it just doesn't want to function. Manipulating any of the variables should result in some change at least, so that's confusing me.
@Nerfaddict
.
I'll get to your question later today.
@BeryllCorp
.
No, this is completely free of errors and is perfect.
Intriguing. Personally, ambivalence != hostility, but sure.
If tagging is a problem for you I can gladly avoid that.
I've attempted to start up a constructive discussion solely because the build is of interest, not the user necessarily. Probably why I don't have a track record of upvoting your creations, 'cause flying things don't really fit my bill. It's just another opinion on a common field of creation, mate.
Well, cool with the upvotes, though. I just sometimes neglect to do so.
@Bife
.
Cool, nice use of it!
@SledDriver
.
Nope! Extremely useful when I use my digital display system. Numbers are a bit more quick to catch than analog displays for me personally. The digital display works with any number regardless of what it is.
My version of a fixed-interval timer uses the following input.
Time - x*floor(Time/x)
Where
x
is any time interval you wish to use. I've used this to create a timer for assisting relative velocity approximation. This one is way cooler, though.@ArcturusAerospace
.
maxAngularVelocity on wheels.
@WarHawk95
.
MCP asked for it- read the thread and the code here.
@Avro683Lancaster @asteroidbook345
.
Thanks for the help. I'll begin testing and troubleshooting soon!
@Person05
.
Only possible if the missile has the cockpit is attached to the missile. Otherwise not possible.
@spefyjerbf @asteroidbook345 @Avro683Lancaster
.
Thanks for the reply! I just need you to review my work for the purely physics-based section, the conversion of physics into funky trees hasn't been done completely yet. That's for me to work on and fix! Anyhow, here's the documentation of my process.
@PointlessWhyshouldi
.
massScale to 0, disableAirraftCollsions to true, or damperMultiplier
@PointlessWhyshouldi
.
Create a formula for the RPM of your engine. Input that into the dial.
Perhaps. However, you can now improve them using the new system, especially with transformations of the function
sin(Time)
to create pistons motions that you precisely now the cycling periods of. Just go and improve them.@Davidzhang2671
.
Thanks! Much appreciated.