Discussion in 'Community Creations' started by Whiplash141, Jun 11, 2015.
Meet the Chalice MK II Supression Turret - she is mean and that is thanks to you!
The Maelstrom AA Tank has been released! (I renamed from Grendel as I plan on using that name for a MBT variant)
So the MART script can read the player mouse and WASDFC inputs even if the grid has no gyros, thrusters, or wheels? What version was this capability added in?
You are the guy who makes mechs, right? How do you control them? Could a seamless WASD + mouse control system be used for walking instead of pushing buttons to activate timers etc?
Wasd can be used but i have not tried making one yet.
But i have seen at least one mech in the workshop that does use wasd movement.
I would not be suprised to see a 4 direction mech that can be controlled with fps controls at some point
Edit: currently most of my mechs are controlled so that automated forward/backward cyxle is activated and controlling is done with mouse or wasd using gyros.
Think of flying a ship that has legs instead of thrusters.
Well I made my first version of this code 2 days before Christmas
I am working on a code that will trigger timers, rotors, and pistons on WASDQEC[Space] inputs
$10,000 question: Can this act as a director turret for slave firing turrents? If the answer is yes... BWHAHAHAHAHAA...
Not yet. That is my next course of action though
What will you be releasing next whip?
Mart was (is) a really great script.
But missed opportunity to name it as Script for Mouse Aimed Rotor Turrets
So, the evil missile cruiser is coming along nicely. The modded @Whiplash141 missile code is interfacing nicely with the ship: guided/fire and forget, choose your shooter reference, as well as grouping when firing a salvo of up to six. All tested, just need some minor tweaks. I also compensated for a bug with MMaster's !LINKed LCDs where they would freak out. Lots of features, but I'll save that for my own thread.
Here's a shot of the bridge from the commander perspective.
I've been busy writing essays, but my missile guidance code has gotten better at intercepting targets
(That's a fighter I'm shooting )
was that a large grid warhead? How did you fit that ?
Nope. Just a ton of small ones
That fighter looks like one of mine.
This is a build by @Deathlok-L17 and @Kequalizr that I helped with
It is a frikkin' chopper
Rotors will never auto safety lock (I modified some stuff with Notepad )
She has 2 Airburst Anti-Tank Missiles
Chin gun that can be controlled by the gunner
Flys like a chopper
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=961708986
Cool, I'm currently building something very similar : https://steamuserimages-a.akamaihd....152/95EA26D0FA08246AC8F447F3A847456A83A71629/
Added another feature to my WIP missile code
*need cold shower*
I need dis.
Can user determine how high the missile will be before it turns down?
--- Automerge ---
And when will it be released?!?!?!??!?,!?
Uhh... I could add a variable for that
When I don't have 4 essays and an exam due in the span of 3 days
rip dude. May Clang have mercy on your soul(and grades)
--- Automerge ---
height variable could be useful to have missiles dive from over 800 meters to fall on the enemy even if "shot down"
I mean the dive height is set to 1000 meters. All I gotta do is put that value into a variable
I finally "released" my code on GitHub
The program will now check for newer versions and prompt the user to get it! Check it out and tell me how it works!
That is @Dwarf-Lord Pangolin's carrier in the background :3
There's a speed-matcher out there already. Are you planning on putting your own spin on it? I expect a little one-upmanship if it's a Whiplash release.
(There's a joke in there somewhere. I'll just let someone find it.)
What speed matcher does?
Umm... the only one I know of is a mod... and I helped write the math in that mod...
Anyways... this is a vanilla in-game script.
But what it does?
It allows you to apply dampeners relative to a target
Separate names with a comma.