Rapid Fire (Sliding Type)
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Rapid Fire (Sliding Type)
for some reason it works super smooth in Rigidchips Designer but it just jams in Rigidchips...
Can someone help me please??
its so annoying
Can someone help me please??
its so annoying
- Code:
// [RCD]
Val
{
GUN1(default=0, step=1000000000)
GUN2(default=0, step=1000000000)
GUN3(default=0, step=1000000000)
SWITCH(default=0, max=1)
SWITCH2(default=0, max=1)
SWITCH3(default=0, max=1)
SWITCH4(default=0, max=1)
SWITCH5(default=0, max=1)
SWITCH6(default=0, max=1)
VAR1(default=90, max=90)
VAR2(default=180, max=180)
VAR3(default=90, max=90)
VAR4(default=180, max=180)
VAR5(default=90, max=90)
VAR6(default=180, max=180)
}
Key
{
}
Body
{
Core() {
E:Chip() {
S:Chip() { }
}
N:Chip() {
E:Chip() { }
}
W:Chip() {
N:Chip() { }
}
S:Chip() {
W:Chip() { }
}
S:Chip(angle=-150) {
S:Frame(angle=-30) {
S:Frame(angle=VAR3) {
S:Frame(angle=-VAR4) {
S:Frame(angle=VAR3) {
S:Arm(power=GUN2, option=100000) { }
}
}
}
S:Frame(angle=VAR1) {
S:Frame(angle=-VAR2) {
S:Frame(angle=VAR1) {
S:Arm(power=GUN1, option=100000) { }
}
}
}
S:Frame(angle=VAR5) {
S:Frame(angle=-VAR6) {
S:Frame(angle=VAR5) {
S:Arm(power=GUN3, option=100000) { }
}
}
}
}
}
}
}
Script
{if _KEY(4){
SWITCH=1}
if _KEY(5){
SWITCH=0
SWITCH2=0
SWITCH3=0
Switch4=0
switch5=0
switch6=0
var1=var1+3
var2=var2+6
var3=var3+3
var4=var4+6
var5=var5+3
var6=var6+6
}
if switch=1{
Var1=var1-6
var2=var2-12}
if Var2=0&var1=0{
Switch=0
switch2=1
gun1=100000
}
if Switch2=1{
Var1=var1+7
var2=var2+14
switch3=1}
if switch3=1{
var3=var3-6
var4=var4-12
}
if var3=0&var4=0{
switch4=1
switch3=0
switch2=0
gun2=100000
}
if switch4=1{
var3=var3+7
var4=var4+14
switch5=1
}
if var3=90&switch4=1{
switch4=0
}
if switch5=1{
var5=var5-6
var6=var6-12
}
if Var5=0&var6=0{
Switch5=0
switch6=1
gun3=100000
}
if Switch6=1{
Var5=var5+7
var6=var6+14}
if switch6=1&var5=90{
switch6=0
}
if switch6=1{
switch=1
}
}
DarkGrim312- Car
- Posts : 17
Join date : 2010-07-27
Age : 28
Location : Philippines
Re: Rapid Fire (Sliding Type)
PLEASE HELP
DarkGrim312- Car
- Posts : 17
Join date : 2010-07-27
Age : 28
Location : Philippines
Re: Rapid Fire (Sliding Type)
I'll help.
*Gets the model*
EDIT: I'm sorry, I can't pick through that script.
*Gets the model*
EDIT: I'm sorry, I can't pick through that script.
JHaskly- Admin
- Posts : 235
Join date : 2010-07-16
Age : 28
Location : Brisbane
Re: Rapid Fire (Sliding Type)
DARN... why whats the problem with the script?
DarkGrim312- Car
- Posts : 17
Join date : 2010-07-27
Age : 28
Location : Philippines
Re: Rapid Fire (Sliding Type)
A lot of repetition, a lot of ambiguously named variables. It could've been done in under 20 lines of lua, possible under ten. (I'm used to compact code).
JHaskly- Admin
- Posts : 235
Join date : 2010-07-16
Age : 28
Location : Brisbane
Re: Rapid Fire (Sliding Type)
The timing of the arms are off. When one fires, another is already overlapping the firing one.
Yes, the code could use a little cleaning up, even in script. But it's true that you can more easily track down the problem with a script written more clearly. I can't pinpoint the exact problem.
Yes, the code could use a little cleaning up, even in script. But it's true that you can more easily track down the problem with a script written more clearly. I can't pinpoint the exact problem.
T-Bouw- Car
- Posts : 22
Join date : 2010-07-22
Age : 40
Location : The Netherlands
Re: Rapid Fire (Sliding Type)
... I should reallly learn LUA... but how??
DarkGrim312- Car
- Posts : 17
Join date : 2010-07-27
Age : 28
Location : Philippines
Re: Rapid Fire (Sliding Type)
First, learn how to type it properly: it's Lua, not LUA.
To start off, you can take a look at some Lua tutorials (try Google-ing it), or you could look at some of Bwansy's or JHaskly's (Juz30, I presume?) code from models they made, and try to make sense of it. It depends on how you learn, really. I just look at code examples, and go "Oh, so you need this to do this..." and "why is this here? Is it because of this?"; you may learn differently, and if you don't understand anything, I'm sure JHaskly or Bwansy wouldn't mind clarifying.
To start off, you can take a look at some Lua tutorials (try Google-ing it), or you could look at some of Bwansy's or JHaskly's (Juz30, I presume?) code from models they made, and try to make sense of it. It depends on how you learn, really. I just look at code examples, and go "Oh, so you need this to do this..." and "why is this here? Is it because of this?"; you may learn differently, and if you don't understand anything, I'm sure JHaskly or Bwansy wouldn't mind clarifying.
Point.Blank- Car
- Posts : 24
Join date : 2010-08-11
Age : 30
Location : Ontario, Canada
Re: Rapid Fire (Sliding Type)
Point.Blank - You presume well
I personally learned Lua by looking through other peoples' models. (Not the complex ones though )
There is a collaborative tutorial that some of us put together... I'll post it soon.
I personally learned Lua by looking through other peoples' models. (Not the complex ones though )
There is a collaborative tutorial that some of us put together... I'll post it soon.
JHaskly- Admin
- Posts : 235
Join date : 2010-07-16
Age : 28
Location : Brisbane
Re: Rapid Fire (Sliding Type)
Point.Blank - Sorry... got used to it ... Unrelated question, do you by any chance play incredibots??
JHaskly - Oh so you used to be juz30, i always presumed you were a new member ... is there any non-complex models with Lua here??
JHaskly - Oh so you used to be juz30, i always presumed you were a new member ... is there any non-complex models with Lua here??
DarkGrim312- Car
- Posts : 17
Join date : 2010-07-27
Age : 28
Location : Philippines
Re: Rapid Fire (Sliding Type)
Now what on earth gave you that ridiculous idea? I tried it out before, but lost interest and forgot about if for several months. It's like phun, but with challenges.DarkGrim312 wrote:Unrelated question, do you by any chance play incredibots??
And you didn't notice the admin tag? More on focus, it really depends on how you define 'complex'. Even the most complex scripts are made, piece by piece. Just look at it one function (or line) at a time, and you'll eventually figure out some things. Others, you might have to ask, as they could be confusing without a proper introduction.DarkGrim312 wrote:Oh so you used to be juz30, i always presumed you were a new member ... is there any non-complex models with Lua here??
Point.Blank- Car
- Posts : 24
Join date : 2010-08-11
Age : 30
Location : Ontario, Canada
Re: Rapid Fire (Sliding Type)
There are simple, Lua--driven models out there, but they aren't as common. If people want, I could make up some simple models, and have two of each model, one drivel with KEY and one with Lua, to show some basic stuff.
Oh, and the tutorial can be found here.
It has a fair few code examples in it.
Oh, and the tutorial can be found here.
It has a fair few code examples in it.
JHaskly- Admin
- Posts : 235
Join date : 2010-07-16
Age : 28
Location : Brisbane
Re: Rapid Fire (Sliding Type)
Point.Blank - Because there was like a group of players that had the name Point Blank. I thought you were their leader or somethin. Honest Mistake
JHasky - That would actually be useful, because i was looking for a key map so i know wich key coresponds to wich letter. Whenever i open my guide on my RC it always freezes T_T
Oh yeah thanks for the tutorial Really gonna help me learn Lua
JHasky - That would actually be useful, because i was looking for a key map so i know wich key coresponds to wich letter. Whenever i open my guide on my RC it always freezes T_T
Oh yeah thanks for the tutorial Really gonna help me learn Lua
DarkGrim312- Car
- Posts : 17
Join date : 2010-07-27
Age : 28
Location : Philippines
Re: Rapid Fire (Sliding Type)
I know these posts are a little over a year old but here is a sliding type gun that I made. Hope this will be able to help you.
- Code:
// [RCD]
Val
{
Q1(default=0, max=361)
Q2(default=60, max=361)
Q3(default=120, max=361)
Q4(default=180, max=361)
TRIM(default=0, min=-360, max=360)
TURN(default=90, min=60, max=120)
W1(default=0, max=100000, step=100000)
W2(default=0, max=100000, step=100000)
W3(default=0, max=100000, step=100000)
W4(default=0, max=100000, step=100000)
}
Key
{
0:TURN(step=1)
1:TURN(step=-1)
2:TRIM(step=1)
3:TRIM(step=-1)
4:Q1(step=10), Q2(step=10), Q3(step=10), Q4(step=10)
}
Body
{
Core() {
N:Frame(angle=Q1, option=1) {
N:Frame(angle=-Q1, option=1) {
N:Frame(angle=-Q1, option=1) {
N:Arm(angle=Q1, power=W1, option=100000) { }
}
}
}
N:Frame(angle=Q2, option=1) {
N:Frame(angle=-Q2, option=1) {
N:Frame(angle=-Q2, option=1) {
N:Arm(angle=Q2, power=W2, option=100000) { }
}
}
}
N:Frame(angle=Q3, option=1) {
N:Frame(angle=-Q3, option=1) {
N:Frame(angle=-Q3, option=1) {
N:Arm(angle=Q3, power=W3, option=100000) { }
}
}
}
N:Frame(angle=Q4, option=1) {
N:Frame(angle=-Q4, option=1) {
N:Frame(angle=-Q4, option=1) {
N:Arm(angle=Q4, power=W4, option=100000) { }
}
}
}
S:Chip(angle=TURN) {
S:Trim(angle=TRIM) {
S:Weight(angle=90, option=8) {
E:Weight(option=8) { }
W:Weight(option=8) { }
S:Weight(option=8) {
E:Weight(option=8) { }
W:Weight(option=8) { }
}
}
S:Weight(angle=-90, option=8) {
E:Weight(option=8) { }
W:Weight(option=8) { }
S:Weight(option=8) {
E:Weight(option=8) { }
W:Weight(option=8) { }
}
}
}
}
}
}
Script
{
if trim=360 {trim=0}
if trim=-360 {trim=0}
if Q1=361 {Q1=0}
if Q2=361 {Q2=0}
if Q3=361 {Q3=0}
if Q4=361 {Q4=0}
if Q1=0 {W1=100000}
if Q2=0 {W2=100000}
if Q3=0 {W3=100000}
if Q4=0 {W4=100000}
print(0),"Arrow keys to aim"
print(1),"Hold Z to fire"}
Fox Explorer- Plane
- Posts : 25
Join date : 2011-06-08
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