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» [VEH] TURRET(Z makes the gun turn on), rigid chips text file
| Christcross9 |
Posted: Aug 12 2007, 09:47 PM
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Newbie ![]() Group: Members Posts: 25 Joined: 12-August 07 Member No.: 4 |
// [RCD]
Val { FL1(default=0, max=1000000, step=2000000) FL2(default=0, max=1000000, step=2000000) FL3(default=0, max=1000000, step=2000000) FL4(default=0, max=1000000, step=2000000) FR1(default=0, max=1000000, step=2000000) FR2(default=0, max=1000000, step=2000000) FR3(default=0, max=1000000, step=2000000) FR4(default=0, max=1000000, step=2000000) HORIZONTAL(default=0, min=-1080, max=1080) JET(default=0, max=100000) RBRAKE(default=0, max=10000) REVO(default=0, max=100000) REVO_L(default=0, max=100000) REVO_R(default=0, max=100000) RL1(default=0, max=1000000, step=2000000) RL2(default=0, max=1000000, step=2000000) RL3(default=0, max=1000000, step=2000000) RL4(default=0, max=1000000, step=2000000) RR1(default=0, max=1000000, step=2000000) RR2(default=0, max=1000000, step=2000000) RR3(default=0, max=1000000, step=2000000) RR4(default=0, max=1000000, step=2000000) VERTICAL(default=90, min=25, max=100) } Key { } Body { Core() { W:Frame(angle=50, name=BASE_L) { N:Frame() { N:RLW(angle=-90, power=REVO_L, brake=LBRAKE, name=SHAFT_L) { N:Jet(angle=180, power=JET) { } N:Arm(angle=90, power=FL1, option=100000, name=ARM_FL1) { S:Chip(angle=-35) { S:Arm(angle=-145, power=RL1, option=100000, name=ARM_RL1) { } } } W:Arm(angle=90, power=FL2, option=100000, damper=1, name=ARM_FL2) { E:Chip(angle=-35) { E:Arm(angle=-145, power=RL2, option=100000, name=ARM_RL2) { } } } E:Arm(angle=90, power=FL4, option=100000, damper=1, name=ARM_FL4) { W:Chip(angle=-35) { W:Arm(angle=-145, power=RL4, option=100000, name=ARM_RL4) { } } } S:Arm(angle=90, power=FL3, option=100000, damper=1, name=ARM_FL3) { N:Chip(angle=-35) { N:Arm(angle=-145, power=RL3, option=100000, name=ARM_RL3) { } } } } } } E:Frame(angle=50) { N:Frame() { N:RLW(angle=-90, power=REVO_R, brake=RBRAKE, name=SHAFT_R) { N:Jet(angle=180, power=JET) { } N:Arm(angle=90, power=FR1, option=100000, damper=1, name=ARM_FR1) { S:Chip(angle=-35) { S:Arm(angle=-145, power=RR1, option=100000, name=ARM_RR1) { } } } E:Arm(angle=90, power=FR2, option=100000, damper=1, name=ARM_FR2) { W:Chip(angle=-35) { W:Arm(angle=-145, power=RR2, option=100000, name=ARM_RR2) { } } } W:Arm(angle=90, power=FR4, option=100000, damper=1, name=ARM_FR4) { E:Chip(angle=-35) { E:Arm(angle=-145, power=RR4, option=100000, name=ARM_RR4) { } } } S:Arm(angle=90, power=FR3, option=100000, damper=1, name=ARM_FR3) { N:Chip(angle=-35) { N:Arm(angle=-145, power=RR3, option=100000, name=ARM_RR3) { } } } } } } S:Chip(angle=VERTICAL) { S:Trim(angle=HORIZONTAL) { S:Weight(angle=90, option=8) { W:Weight(option=1) { W:Weight(option=8) { W:Weight(option=8) { S:Weight(option=8) { S:Weight(option=8) { S:Weight(option=8) { E:Weight(option=8) { E:Weight(option=8) { } } } } } N:Weight(option=8) { N:Weight(option=8) { N:Weight(option=8) { E:Weight(option=8) { E:Weight(option=8) { } } } } } } } } E:Weight(option=8) { E:Weight(option=8) { E:Weight(option=8) { S:Weight(option=8) { S:Weight(option=8) { S:Weight(option=8) { W:Weight(option=8) { W:Weight(option=8) { } } } } } N:Weight(option=8) { N:Weight(option=8) { N:Weight(option=8) { W:Weight(option=8) { W:Weight(option=8) { } } } } } } } } } } } } } Lua {sflag = -1 frswitch = 1 GTIME = 0 ggl = 0 ggr = 0 mgang = 0 function angle() if _KEY(0) == 1 then VERTICAL = VERTICAL + 2 elseif _KEY(1) == 1 then VERTICAL = VERTICAL - 2 end if _KEY(2) == 1 then HORIZONTAL = HORIZONTAL + 2 elseif _KEY(3) == 1 then HORIZONTAL = HORIZONTAL - 2 end end function jet() if sflag == 1 then JET = 50000 elseif sflag == -1 then JET = 1000 end end function gun() if _KEYDOWN(4) == 1 then sflag = -sflag end end function shoot() frswitch = 1 out(1,RLa) FLa=_RZ(ARM_FL1,0) FLb=_RZ(ARM_FL2,0) FLc=_RZ(ARM_FL3,0) FLd=_RZ(ARM_FL4,0) RLa=_RZ(ARM_RL1,0) RLb=_RZ(ARM_RL2,0) RLc=_RZ(ARM_RL3,0) RLd=_RZ(ARM_RL4,0) FRa=_RZ(ARM_FR1,0) FRb=_RZ(ARM_FR2,0) FRc=_RZ(ARM_FR3,0) FRd=_RZ(ARM_FR4,0) RRa=_RZ(ARM_RR1,0) RRb=_RZ(ARM_RR2,0) RRc=_RZ(ARM_RR3,0) RRd=_RZ(ARM_RR4,0) if sflag == 1 then if frswitch == 1 then if FLa < 3 and FLa > 2.2 then FL1 = 100000 elseif FLb < 3 and FLb > 2.2 then FL2 =100000 elseif FLc < 3 and FLc > 2.2 then FL3 = 100000 elseif FLd < 3 and FLd > 2.2 then FL4 = 100000 end if FRa < 1 and FRa > 0.2 then FR1 = 100000 elseif FRb < 1 and FRb > 0.2 then FR2 =100000 elseif FRc < 1 and FRc > 0.2 then FR3 = 100000 elseif FRd < 1 and FRd > 0.2 then FR4 = 100000 end elseif frswitch == 1 then if RLa < 3 and FLa > 2.2 then RL1 = 100000 elseif RLb < 3 and RLb > 2.2 then RL2 =100000 elseif RLc < 3 and RLc > 2.2 then RL3 = 100000 elseif RLd < 3 and RLd > 2.2 then RL4 = 100000 end if RRa < 1 and RRa > 0.2 then RR1 = 100000 elseif RRb < 1 and RRb > 0.2 then RR2 =100000 elseif RRc < 1 and RRc > 0.2 then RR3 = 100000 elseif RRd < 1 and RRd > 0.2 then RR4 = 100000 end end end out(1,frswitch) end function revolution() GTIME = math.mod(GTIME+1,8) --???§?????????i???B?????€? ????A???l?-1?΅????B if sflag == 1 then if GTIME == 0 then ggl =(_RZ(ARM_FL1,BASE_L)) * 5000 end if GTIME == 1 then ggr =(_RZ(ARM_FR1,BASE_R) + mgang) * 5000 end REVO_L = 7000 + (22.5 + _WZ(ARM_FL1))*500 + ggl --?p¬x22.5???K??]??B»??«?GATOWLL?7000O???B REVO_R = 7000 + (22.5 + _WZ(ARM_FR1))*500 + ggr LBRAKE = 0 RBRAKE = 0 elseif sflag == -1 then REVO_L = 0 REVO_R = 0 LBRAKE = 50 RBRAKE = 50 end end function display() if sflag == 1 then out(0,"GUN: ON") elseif sflag == -1 then out(0,"GUN: OFF") end end function main() angle() jet() gun() revolution() shoot() display() end} |
| PicoriKing |
Posted: Oct 4 2007, 10:22 PM
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 83 Joined: 4-October 07 Member No.: 24 |
That is soooo awesome! My new fav model
-------------------- Not in cruelty, Not in wrath, The reaper came today. An angel visited this gray path, And took the cube away. ![]()
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| Schwalz |
Posted: Oct 5 2007, 01:50 PM
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![]() Member ![]() ![]() Group: Members Posts: 53 Joined: 30-August 07 Member No.: 17 |
Wow, i'm glad you like it. I made it several months ago. There's some Japanese in Lua section, so I'll TRY to translate function 'revolution' into English..
-------------------- Everything that has a beginning has an end.
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| PicoriKing |
Posted: Oct 5 2007, 10:23 PM
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 83 Joined: 4-October 07 Member No.: 24 |
It looks very confusing... Could you teach me to model? lol.
Also, this would be even cooler if you mounted it on a car or something. -------------------- Not in cruelty, Not in wrath, The reaper came today. An angel visited this gray path, And took the cube away. ![]()
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