Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - kevinminion

Pages: [1] 2 3 ... 9
1
Introduce Yourself / Re: Hello everyone
« on: June 19, 2022, 06:31:52 am »
Welcome Meep!

2
Announcements / Re: Registration Queue and Other News
« on: February 23, 2021, 09:59:57 pm »
I’ve been thinking about trying to get Spacebuild running again on my new PC.  Now that I know the server is still out there, I’ll be more likely to try it soon.   I have Sven Co-op but I only played it one time with a friend’s guidance.  Glad to see you back!

3
BloxGaming SB3 / Merry Christmas Space Builders!
« on: December 25, 2017, 10:01:07 pm »
I hope that everyone had a great holiday.  I'm hoping Santa brought me some free time in 2018 for more SpaceBuild!  Miss playing with all of you.

4
Still okay by me,  I've seen him help other players since my last vote as well.

5
BloxGaming SB3 / cargobot v1.03 video
« on: July 04, 2017, 01:27:02 am »
Published on Jul 3, 2017
Cargo Bot e2, V1.03
Server: beefyserv2.bloxgaming.com:27015

This 'cargobot' comes in through a portal door, probably mounted on the inside of a ship, and scans for cargo.  Visual effect only.


6
Development / Re: New Spacebuild Roleplay and Other Relveant Ideas
« on: July 01, 2017, 03:32:18 am »

@Shifty @RendStung

I'm not going to reply point-for-point, but I like the idea overall. 

Factions / Jobs:  This had been implemented before, but a gmod update broke it.  I think @Keeves would like to see it back on the server as well.  @bloxgate maybe you can send me the name / link of that mod?

Store / Money:  Maybe start small and just use the SB Mining Addon resources at first?  I feel this add-on is underutilized and may lend itself well to this since players can't spawn in SBMA resources (to my knowledge) and the storage devices already exist.  Would reset to zero when you disconnect?


Other tasks:  The grob are a good multiplayer task, but I agree that trying to battle a fleet of them versus 1 player usually results in a quick death.





7
General Discussion / Re: Hiatus
« on: June 26, 2017, 06:08:33 pm »
Welcome back!

8
Player/Staff Report / Skeletonman7 report
« on: June 23, 2017, 08:25:52 pm »



The minge factor has increased daily with this player.


I have seen him use e2 blinders and teleport users and their props into space with the Asgard teleporter without their consent.


Last night when he was on, he had filled the skybox with a bunch of crap. 


9
BloxGaming SB3 / Re: Request
« on: June 23, 2017, 08:18:46 pm »
Oh thanks, maybe I'll post a short vid so others can see :)

EDIT:  See below!   ;D

10
I saw him help out a player Randy something for a few hours.  Not sure if it was a friend of his, but I'd give him a +1 anyway.  Randy wasn't a derp, so he got to help with several aspects of Spacebuild.


11
Approved Applications / Re: Staff app
« on: June 23, 2017, 08:15:23 pm »
I think only once or twice, so +0

12
Expression 2 (E2) Code / Re: E2 - orbiting ship
« on: June 19, 2017, 02:28:01 am »

What is it doing?
The gyro flies the ship out to an (x,y) point on the orbit (XYLock)
At the same time, it tries to find the correct altitude (ZLock)

Once this is complete, it tries to maintain a clockwise orbit (from above) by adjusting the pointing direction with Yaw and the distance from the planet with MoveRight

Disclaimer: It's version 1.0!
This isn't pretty, but it works (most of the time)
Multipliers are set low to keep the gyro from spazzing (most of the time)


Code: [Select]
@name Blox_Orbiting_e2_v1.0
# Created by KevinMinion

@inputs Gyro:wirelink EGP:wirelink
@outputs
@persist Closest:entity ClosestPos:vector ClosestRad
@persist X1 Y1 Z1
@persist XYLock ZLock StartOrbit
@trigger

# Weld this E2 to the gyropod
# The EGP input is not required

if (first() | dupefinished()) {

    EGP:egpClear()

    GyroPod = entity():isWeldedTo()

    Gyro = GyroPod:wirelink()

    findByClass("logic_case*")
    findSortByDistance( entity():pos() )
   
    Closest = find()

    ClosestPos = floor( Closest:pos() )
    ClosestRad = getPlanetRadius(Closest)

    hint("Orbiting: " + getPlanetName(Closest),10)
   
    K=1
    EGP:egpText(K,"[X0: " + ClosestPos:x() + "]", vec2(220,300) )
   
    K++
    EGP:egpText(K,"[Y0: " + ClosestPos:y() + "]", vec2(220,320) )
   
    K++
    EGP:egpText(K,"[Z0: " + ClosestPos:z() + "]", vec2(220,340) )
   
    K++
    EGP:egpText(K,"[R0: " + ClosestRad + "]", vec2(220,360) )
   
   
   
    K++
    X1 = ClosestPos:x() + ClosestRad
    EGP:egpText(K,"[X1: " + X1 + "]", vec2(220,400) )
   
    K++
    Y1 = ClosestPos:y() + ClosestRad
    EGP:egpText(K,"[Y1: " + Y1 + "]", vec2(220,420) )
   
    K++
    Z1 = ClosestPos:z() + (ClosestRad * 0.75)
    EGP:egpText(K,"[Z1: " + Z1 + "]", vec2(220,440) )


    Gyro["MPH Limit",number] = 5

    XYLock = 0
    ZLock = 0
    StartOrbit = 0
}



K=20
K++
EGP:egpText(K,"[EX: " + floor(entity():pos():x()) + "]", vec2(220,500) )

K++
EGP:egpText(K,"[EY: " + floor(entity():pos():y()) + "]", vec2(220,520) )

K++
EGP:egpText(K,"[EZ: " + floor(entity():pos():z()) + "]", vec2(220,540) )

K++
ED = floor(vec2(X1,Y1):distance2(vec2(entity():pos():x(), entity():pos():y())))
EGP:egpText(K,"[ED: " + ED + "]", vec2(220,560) )



if ( (ED > 5000) & (!XYLock) ) {

    Gyro["AimVec",vector] = vec(X1,Y1,Z1)
    Gyro["AimMode",number] = 1
    Gyro["Forward",number] = 1

    K++
    EGP:egpText(K,"XY: Locking", vec2(220,600) )
    EGP:egpColor(K,vec(255,0,0))   
   
    XYLock = 0   
   
} else {

    Gyro["AimMode",number] = 0
    Gyro["Forward",number] = 0

    K++
    EGP:egpText(K,"XY: Locked", vec2(220,600) )     
    EGP:egpColor(K,vec(0,255,0))   
   
    XYLock = 1

}   




if (entity():pos():z() < (Z1 - 50)) {
    Gyro["MoveUp",number] = 1
    Gyro["MoveDown",number] = 0
    Gyro["Level",number] = 1

    K++
    EGP:egpText(K,"Z: Locking", vec2(220,620) )
    EGP:egpColor(K,vec(255,0,0))   
   
    ZLock = 0

} elseif  (entity():pos():z() > (Z1 + 50)) {
    Gyro["MoveDown",number] = 1
    Gyro["MoveUp",number] = 0
    Gyro["Level",number] = 1

    K++
    EGP:egpText(K,"Z: Locking", vec2(220,620) )
    EGP:egpColor(K,vec(255,0,0))   

    ZLock = 0

} else {
    Gyro["MoveUp",number] = 0
    Gyro["MoveDown",number] = 0
    Gyro["Level",number] = 0
   
    K++
    EGP:egpText(K,"Z: Locked", vec2(220,620) )
    EGP:egpColor(K,vec(0,255,0))

    ZLock = 1

}


if (XYLock & ZLock) {

    StartOrbit = 1
   
    Gyro["Level",number] = 1
   
}


Bearing = entity():bearing(vec(ClosestPos:x(),ClosestPos:y(),entity():pos():z()))
Distance = entity():pos():distance(vec(ClosestPos:x(),ClosestPos:y(),entity():pos():z()))

K++
EGP:egpText(K,"Bearing to planet center: " + floor(Bearing), vec2(220,660) )

K++
EGP:egpText(K,"Distance to planet center: " + floor(Distance), vec2(220,680) )


if (StartOrbit) {

    interval(100)

    Gyro["Forward",number] = 1
    Gyro["YawMult",number] = 0.2
   

    if (Bearing >= 0) {
        if (Bearing < 90) {
            Gyro["YawLeft",number] = 0
            Gyro["YawRight",number] = 1
        } else {
            Gyro["YawLeft",number] = 1
            Gyro["YawRight",number] = 0
        }

        if (Distance > (ClosestRad + 500)) {
            Gyro["MoveLeft", number] = 0
            Gyro["MoveRight", number] = 1
        } elseif (Distance < (ClosestRad - 500)) {
            Gyro["MoveLeft", number] = 1
            Gyro["MoveRight", number] = 0
        } else {
            Gyro["MoveLeft", number] = 0
            Gyro["MoveRight", number] = 0
        }   
       
    } else {
        if (Bearing > -90) {
            Gyro["YawLeft",number] = 0
            Gyro["YawRight",number] = 1
        } else {
            Gyro["YawLeft",number] = 1
            Gyro["YawRight",number] = 0
        }
    }


} else {
       
    interval(2000)

}






14
Expression 2 (E2) Code / Re: E2 - orbiting ship
« on: June 18, 2017, 06:23:07 pm »
To circle/orbit a target I would set the AimVec to the target's position and MoveLeft/Right or MoveUp/Down.  That is a pretty standard practice, even from the years of NightHawk. 
However, I would like my ship's facing direction to maybe be 90° offset (normal) of the vector of the orbit center and the ship.

15
Expression 2 (E2) Code / Re: E2 - orbiting ship
« on: June 18, 2017, 04:33:17 pm »
Moving a holo entity around using setPos using equations like this is a bit easier...


I'm trying to figure out how to control a gyropod to orbit the planet in a similar fashion.


Pages: [1] 2 3 ... 9