• Competiton - Star Wars Pod Racer
    244 replies, posted
  • Avatar of Abstrakt
  • [QUOTE=Karbine;15516198]tru [editline]03:51PM[/editline] thanks for reminding me, I've forgotten about wired hoverballs. If used right, they could allow for a cheap way to a working racer- wireballs that conform to terrain. That'd be awesome.[/QUOTE] wait are you being sarcastic ... ?
  • Avatar of Maximash
  • Apply force is hax. No but seriously, look at the E2 wiki for applyForce, it tells ya.
  • Avatar of Ultraken
  • I'm still wondering if wired hoverballs are even allowed in this competition! Anyways, when does this competition end exactly?
  • Avatar of Hunta
  • [QUOTE=Ultraken;15520749]I'm still wondering if wired hoverballs are even allowed in this competition! Anyways, when does this competition end exactly?[/QUOTE] No Homoballs, end of this month (I've got exams), I know 2 some people not allowing hoverballs is harsh, but you have to learn how 2 hover without them, go ahead and build a pod racer with them, post it here even, but it will not be judged. I really only made this competiton to bring brack podracers and upd8 their construction (I was hoping you guys would figure it out, but I had to post my way, but meh)
  • Avatar of Karbine
  • [QUOTE=Ultraken;15516407]It seems much easier than the other options and, judging from previous posts, wired hoverballs are allowed (I suck at Wiremod, so this is great for me). Also, I've seen quite a few posts about applyForce, what the heck is that?[/QUOTE] applyForce is force (like thruster force or a forcer) being enacted on a targetted entity via Expression 2.
  • Avatar of Hunta
  • [QUOTE=Karbine;15528143]applyForce is force (like thruster force or a forcer) being enacted on a targetted entity via Expression 2.[/QUOTE] Applyforce is just using the expression chip as a vector thruster applyForce(vec(0,0,1)*mul) is exactly the same as putting an input of 1 into a vector thruster's Z input with mul as the multiplier
  • Avatar of Abstrakt
  • [QUOTE=Karbine;15528143]applyForce is force (like thruster force or a forcer) being enacted on a targetted entity via Expression 2.[/QUOTE] thats applyOffsetForce ;)
  • Avatar of Hunta
  • [QUOTE=Abstrakt;15530145]thats applyOffsetForce ;)[/QUOTE] Dammit Aura, I've become an applyforce pimp, just like you I've been writing a few cool little things
  • Avatar of Ultraken
  • Damn, I spent the last two hours trying to figure out how to get wired hoverballs to work. Oh well, I guess I'll have to start learning how to use applyForce. I'll need an example first. Anyone mind helping the Wire Noob?
  • Avatar of Abstrakt
  • okai applyforce : like hunta said "applyForce(vec(0,0,1)*mul)" thats like a vector thruster with 1 wired to z and you can insert a number to mul. if you want it to go to a certain pos, you need to make a directional vector, which is made by subtracting two vectors. say you want it to go to you. you need two vectors. 1, the expressions position, and the other, your position. subctract the two and you get applyForce(entity():pos()-owner():pos()*mul). understand ? @hunta - once i start playing again, i have some sick ideas, but i lost a lot of knowleadge. think you could help ? also, id like to see what youve made. :p
  • Avatar of Ultraken
  • [QUOTE=Abstrakt;15540920]okai applyforce : like hunta said "applyForce(vec(0,0,1)*mul)" thats like a vector thruster with 1 wired to z and you can insert a number to mul. if you want it to go to a certain pos, you need to make a directional vector, which is made by subtracting two vectors. say you want it to go to you. you need two vectors. 1, the expressions position, and the other, your position. [b]subtract[\b] the two and you get applyForce(entity():pos()-owner():pos()*mul). understand ? @hunta - once i start playing again, i have some sick ideas, but i lost a lot of knowledge. think you could help? Also, I'd like to see what you've made. :p[/QUOTE] Um...Brain Fry? Anyways, is there another way to have your contraption hover, if so, give me a mini-turorial on it. I'll try to decode this the best I can.
  • Avatar of Abstrakt
  • use clouds code [code]@name apply force @inputs Button Entity:entity @outputs Z @persist Z Range:ranger A B runOnTick(1) rangerFilter(Entity) Range=rangerOffset(500,Entity:pos(),vec(0,0,-90)) Z=Range:distance() if((Button)&(Z<150)) { A=(150-Z) Entity:applyForce(vec(0,0,10*A+40*$A)*8) Entity:applyForce(Entity:vel() * -1) } if(Button) { B=Entity:angles():pitch()*-1 Entity:applyAngForce(ang(15*B+40*$B,0,0)*5) }[/code]
  • Avatar of Ultraken
  • Alright, this is my pod racer (told ya it won't be good). As of right now it can't hover. [IMG]http://i44.tinypic.com/2ahe7gx.jpg[/IMG] [IMG]http://i40.tinypic.com/23uuaag.jpg[/IMG] [IMG]http://i41.tinypic.com/6nruh1.jpg[/IMG] It is still a work in progress and I would appreciate it if you gave me tips on how to improve it.
  • Avatar of hippieman58
  • [QUOTE=Ultraken;15558525]Alright, this is my pod racer (told ya it won't be good). As of right now it can't hover. It is still a work in progress and I would appreciate it if you gave me tips on how to improve it.[/QUOTE] Well, it needs a lot of work, the pod is too boxy and the engines look kinda weird
  • Avatar of Ultraken
  • [QUOTE=hippieman58;15559479]Well, it needs a lot of work, the pod is too boxy and the engines look kinda weird[/QUOTE] Told you it won't be good. I have another design in mind, I'll try that and see how it's like as soon as it's my turn on the computer.
  • Avatar of Eric Blank
  • I think I might enter, if I can get one functional, and decent looking. Those two never mix well for me...
  • Avatar of Satyria
  • It's far too huge for its sheer simplicity. Think "tinker", "junk/scrap" and "aerodynamic design" and you got your pod. Increase the level of detail and the scale compared to a human. Sure, keep the design but do decrease the size.
  • Avatar of Maximash
  • I like how you've got some crazy ass creative ideas, but try something simpler, and it could turn out amazing.
  • Avatar of Ultraken
  • I'm actually working on a version 2. Smaller, junkier, and better. So far I have one pod about 1/3 done (lol). Edit, both pods are done. Cockpit (I think that's what it's called) is next.
  • I made a pod racer once. It was pretty cool, until someone dropped a nuke on it before I saved it. Then it wasn't as cool. I sold the parts to Watto. :buddy:
  • Avatar of Ultraken
  • Alright people! I got v2 done (still can't hover mind you). Here it is: [IMG]http://i44.tinypic.com/2r4jvyf.jpg[/IMG] [IMG]http://i42.tinypic.com/35mib1e.jpg[/IMG] [IMG]http://i43.tinypic.com/2nqf6f7.jpg[/IMG] I used some Counter-Strike props, is that okay? Any tips on how I could improve any more would be nice. Edit: Wow, never noticed how small my pod racer was o.0 Also, the ropes connecting the pod to the engine looks kinda big.
  • Avatar of Hunta
  • [QUOTE=Ultraken;15580542]Alright people! I got v2 done (still can't hover mind you). Here it is: I used some Counter-Strike props, is that okay? Any tips on how I could improve any more would be nice. Edit: Wow, never noticed how small my pod racer was o.0 Also, the ropes connecting the pod to the engine looks kinda big.[/QUOTE] Looks much better!, Css props are fine
  • Avatar of Ultraken
  • [QUOTE=Abstrakt;15582611]i liek the blast walls <#33[/QUOTE] What exactly did you mean by "Blast Walls"
  • Avatar of Satyria
  • [QUOTE=Ultraken;15583807]What exactly did you mean by "Blast Walls"[/QUOTE] Oh you know, the blast doors.
  • Avatar of Maximash
  • Yeah the pod needs work, engines look nice. Bust some materials on that. I have to say i'm personally not a fan of the Junky style some pod racers have. Sebulba and Gasgano had the right idea :P.
  • Avatar of Hunta
  • [QUOTE=Maximash;15606774]Yeah the pod needs work, engines look nice. Bust some materials on that. I have to say i'm personally not a fan of the Junky style some pod racers have. Sebulba and Gasgano had the right idea :P.[/QUOTE] I don't see why people think it [b]Has[/b] to be junky