Author Topic: Being Transfered  (Read 15782 times)

Um
What
Primitiv boxes that don't rotate with the vehicle?

Um
What
Primitiv boxes that don't rotate with the vehicle?

If you're talking to me, I'm say that if you plant a bunch of bricks on the vehicle, they don't rotate and just stay facing the same direction they were planted in, causing a lot of glitches when turning.

Um
What
Primitiv boxes that don't rotate with the vehicle?
as i said
buggy. I didn't have much time to work on it because of REDACTED but uh, ill fix it sooner or later

as i said
buggy. I didn't have much time to work on it because of REDACTED but uh, ill fix it sooner or later
Well, its not complete stuff imo.

while still glitchy as forget, this shows that buildable vehicles is possible.

I think that with some time this could be a really good mod.


Oh and, i almost crapped myself when i saw it works with [DATA EXPUNGED]


Also, boxes don't die when the vehicle spawn is dead, causing floating boxes of doom annoyance

Well, its not complete stuff imo.

while still glitchy as forget, this shows that buildable vehicles is possible.

I think that with some time this could be a really good mod.


Oh and, i almost crapped myself when i saw it works with every single vehicle you can download


Also, boxes don't die when the vehicle spawn is dead, causing floating boxes of doom annoyance

yeah.

How the hell do you rotate a vector?

as i said
buggy. I didn't have much time to work on it because of REDACTED but uh, ill fix it sooner or later

even though it's possible, i thought it would be better lol. hopefully you will one day find some time to fix that problem of the rotating bricks and lagging behind, though the lagging behind seems it can't be fixed since it has bricks on it, after all.

even though it's possible, i thought it would be better lol. hopefully you will one day find some time to fix that problem of the rotating bricks and lagging behind, though the lagging behind seems it can't be fixed since it has bricks on it, after all.
Primitiv Boxes*

blahvector = Quaternion.AngleAxis(deg,Vector3.up) * blahvector;
How does one do that in torquescript?
It must be possible

blahvector = Quaternion.AngleAxis(deg,Vector3.up) * blahvector;
How does one do that in torquescript?
It must be possible
you rotate a vector by pooping a lot
i mean
a lot

This got me thinking.

Would it be possible to take a regular, planted brick, convert it to a primitiv box, slide it x amount of units in a direction, then convert it back to a brick, effectively allowing movable bricks to be possible?

This got me thinking.

Would it be possible to take a regular, planted brick, convert it to a primitiv box, slide it x amount of units in a direction, then convert it back to a brick, effectively allowing movable bricks to be possible?

Obviously
But you can't convert it, you gotta delete the brick, create shape, move it, delete shape, create new brick


« Last Edit: November 23, 2012, 03:24:42 PM by Uxie² »

Obviously
But you can't convert it, you gotta delete the brick, create shape, move it, delete shape, create new brick
Someone do this please.