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RCD(RigidChipsDesigner) help?

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Post by brosky Thu Dec 09, 2010 2:42 pm

i just got into RC not too long ago and iv been trying to build vehicals of my own, but i dont understand things like "STEP" and "STEP VARIABLES" and what the different numbers do in "step" pale
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Post by RA2lover Thu Dec 09, 2010 5:15 pm

Variables are self-explanatory - they're just a method of holding data.
the "step" is basically a method to revert the value to its default value.

Code:
simple variable controlling code
Variables in action:
Value(the variable's curent value)
Default(the variable's default value), and
Step

if the distance between Value and Default is smaller than the step, it just sets the variable to default.
if that's not the case, the distance from Value to Default gets decreased by Step.
this process is repeated until the distance between Value and Default is 0.

After that, you might want to change an object's angle, power, or brake(wheel-specific) with the variables. that can be done on the "body" menu, by selecting the part, opening the menu for that part, and clicking on the variable you want it to be. hovewer, option settings cannot be changed during the game.


Now the object will set it's assigned value as the variable. hovewer, that isn't useful most of the time, as the variable simply won't change. that's where you use A-scripting(which i won't explain here because of its complicatedness) or B-the key menu.

First, you'll need to select the key number, which is basically this:
0=up arrow
1=down arrow
2=left arrow
3=right arrow
4=Z
5=X
6=C
7=A
8=S
9=D
10=V
11=B
12=F
13=G
14=Q
15=W
16=E
note: this works for rigidchips' default controls, which due to its faulty programming are changeable only on windows xp...

after that, you can select the variable from the "Variable Name" list, and its step(which means how much you're going to increase the variable) to the Step value. after that, you can press the ok button.

if you don't want the variable to change anymore on that key, you can select it from the Step Variables list, and press the "DEL" key.
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Post by JHaskly Thu Dec 09, 2010 5:45 pm

Please don't blame this on "faulty programming". For all you know, RC could have been made before Vista and 7 were made, or The Student may not have used Vista and 7.

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Post by brosky Fri Dec 10, 2010 5:31 pm

thanks for the help with the basic stuff that i figured out on my own, i was mainly asking a question like....take the arm for example, 999999 has a big round, slow firing rate, and alot of recoil, and smaller is less, like is a list out there somewhere that tells you what exactly the different variables do?
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Post by RA2lover Sat Dec 11, 2010 9:06 am

basically, the "option" variable is un-changeable in-game. on frames, it determines wether it's hidden or not.


on jets, it determines the kind of jet:

0=Normal jet - no air friction, every 6 power applied to it results in a 1 newton force

1=Helium baloon. angle-independent, velocity-based air friction, 6 power = 1 newton force. the trick, is that the force is upwards, and decreases according to the height you are at.

2= Air Baloon. same as the helium baloon, but it only works underwater.

on weights, it determines the weight's mass, directly proportional to the number of the option(if the number is between 1 and Cool

on cowls it determines the cowl type

0=Chip-like cowl
1=Frame-like cowl
2=Circular cowl
3=Angled cowl #1
4=Angled cowl #2
5=mix of types 0 and 2

for arms, the option determines the power the arm chip is supposed to release.

an arm chip charges 5000 power per frame, and fires when the power is the same, or greater than its option. it deals it's option worth of damage, and gives the same recoil as a jet with its option number would give for 1 frame. in order to destroy chips, you need to deal specific aumounts of damage:

50000 = Frame,TrimF,RudderF,Ghost chips(option = 1)
100000 = Core(the chip every model has), normal chip,rudder,trim
150000 = Jet
1600000 = Option 1 weight. the damage it needs to deal equals 1600000*Weight's option
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Post by JHaskly Sat Dec 11, 2010 1:43 pm

Arm - 200k
I think that jets are and wheels/RLWs are 200k too.

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Post by brosky Sat Dec 11, 2010 1:59 pm

ok this makes a bit more sence, is there a way to set the arm to fire big rounds at a fast rate? and what server do english speaking people usually go to?
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Post by RA2lover Sat Dec 11, 2010 2:07 pm

no, but you can use multiple arms timed differently(either by decreasing power, as i used on some of my models, or by scripting(more complicated.))
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Post by brosky Sat Dec 11, 2010 2:15 pm

Neutral oh ok, well iv been wanting to make a helicopter weapon that fired heavy, consistant shots, but like in a burst fire type deal, kinda like a few rockets being fired, get the picture?
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Post by RA2lover Sat Dec 11, 2010 7:21 pm

in order to make helicopters, you would need to learn how cyclic control works, and require scripting/trigonometry knowledge.

hint: use _KEYDOWN(key number) to increase in a controlled manner a count which fires the respective weapon group accordingly
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Post by brosky Sat Dec 11, 2010 11:27 pm

true
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Post by Chris220 Sun Feb 06, 2011 5:18 am

If you head over to the RigidChips blog, I believe I released an RCD tutorial years ago. Maybe that'll help.
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