Scripts / Calling all scripters ...

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AmenMoses
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 12th Mar 2018 21:54 Edited at: 12th Mar 2018 21:54
Some of you may have noticed that a new module is on its way from yours truly (following on from utillib & quatlib).

Just as a heads up and to hopefully garner some feedback on anything I've missed I'm attaching the module plus an example of it's use.

Oh and a video of the example in action.



Btw, these scripts will NOT work on GG as it stands (i.e. PP or latest Beta) as they rely on stuff only present in my current branch, iow on my dev machine!

Btw2, the physlib is by no means finished yet, I still have a lot of things to add to support picking up/carrying/stacking/throwing/pushing/pulling and anything else I might think up.
Been there, done that, got all the T-Shirts!

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warlock12
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Joined: 12th Sep 2016
Location: Argentina
Posted: 13th Mar 2018 11:42
Chris ... without words --- it's absolutely amazing! Fascinating!!! Great job! Great congratulations for your spectacular growth in scripting! a big hug!
The game is a serious thing (El juego es una cosa seria)
Tarkus1971
Audio Media Maker
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Joined: 24th Feb 2015
Location: England, UK
Posted: 13th Mar 2018 12:34
This is impressive and much needed, keep up this awesome work. I have the March PP and building a test level will post a video here soon of your physics in a new level.
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Posted: 26th Mar 2018 21:41
AmenMoses, again you have out done yourself.
Now all we need is a pair of animated hands that can punch this bag and throw around all these things you have made possible for us to throw around.
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AmenMoses
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Location: Portsmouth, England
Posted: 26th Mar 2018 21:46
Animated hands are definitely in the modelling arena, not my forte at all unfortunately.

The tricky part there would be to detect where the force should be applied for a punch, i.e. we would need to be able to feed back the positions of the 'fists' of the model to Lua, and also the direction of travel, in order to then calculate and apply appropriate 'push' force to any entity at that location. The other way to do it would be to have the 'fists' be collision objects in their own right but that would open a whole nuther can of worms regarding the existing physics implementation.

Been there, done that, got all the T-Shirts!
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