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LERP is missed. I dont know why
var obj = { field1: 123, field2: 'text1' };
obj.field2 = 'text2';
is ok.
You can run modded machines in default sandboxes and game levels, but cannot run them in multiverse.
where could a lad find some codes?
To fix this issue with multiplayer mod has to rewrite network blocks prefabs, but their collection is made inaccessible by devs. So I guess now this mod is impossible in multiplayer. Forever.
You can find modding documentation in your Besiege installation under <steam_folder>\steamapps\common\Besiege\Besiege_Data\Documentation\Modding.pdf.
This doc is not very easy to understand, but it is all I used. You may also need unity docs and use visual studio hints during developement. Logic Extensions mod is opensource, so you can use it as reference.
In reddit also has similar questions to mine:
https://www.reddit.com/r/Besiege/comments/7vnca0/anyone_interested_in_making_a_basic_mod_guide/
thank you sincerely if you would help!
Second - if you need only angle itself, it's easier to just use in() from LERPed anglometer and multiply result by anglometer's range (ex. 360).
Third - well, there is a small bug: for some reason readSensor for anglometer now works only when they are connected by message key and not working for normal keyboard keys. Example working setup is:
- Pinned starting block -> steering block -> anglometer; CPU block
- Anglometer setup: LERP, min = 0.001, max = -0.001, emulate message = MSG (not a keyboard key)
- CPU setup: pio00 = MSG, code =
function checkSensor() {
var info = readSensor(0);
if (info)
print(info.quaternion);
setTimeout(1, checkSensor)
}
checkSensor();
This prints to console anglometer's rotation quaternion every 1 second. But in fact quaternions are not easy to deal with.
This mod was created before such functionality appeared in-game and later I had to merge dev's "message" keys and mine "virtual keys" into default mechanism. Now this mod is useful for LERP mechanics and CPU block, but it is not necessary if you need virtual keys only.
1) angle in [0..S) => output = 0
2) angle in [S..E] => output is LERP of angle between S and E in range [0..1]
3) angle in (E..360] => output is 1
If you pass line of 0 degree, you go from range 3 to range 1 dropping output from 1 to 0.
I've made a simple image to illustrate this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2896488922
In case you set S == E, nothing changes - you still have 2 angles, but zones 1 and 3 have zero width. So if you rotate clockwise you will get output 0, slowly climbing up to 1 at full rotation, and after passing 0 degree it will drop back to 0. If you rotate counter-clockwise, you will immediately get 1 and then the opposite logic.
If you want some other behavior, you have to utilize CPU to convert this output to some kind of sinus you want.
and It outputs a value unconditionally when it rotates counterclockwise.
1) Once old machine, built with this mod, is loaded, it's keys will be silently converted to new Besiege keys with message support. Before overwriting saved machine you may back-up it just in case something goes wrong with conversion.
2) All numeric ExtKey values will be converted to messages and will be editable in corresponding menu. External text input is removed.
3) ExtKey (ones in automation blocks and CPU) simulates BOTH selected normal keys AND message keys at the same time. No matter what position of corresponding switch in mapper is set.
4) Besiege keys (in all blocks except automation blocks) in contrast react ONLY the mode you selected (key OR message).
5) If ExtKey generates LERP [0..1] value output, it can be accepted by modified blocks, listed in mod description, not only by key, but by message also.
@fired chicken, I think this will work.
I've made a small update to support new LogicGate modes released in game yesterday.
BTW, it seems game is slowly moving towards supporting text keycodes by itself, without this mod - but keys still lack support of floating-point key values. Also it seems that in-game default "message" keys cannot be combined with standard keyboard ones in the same control, so I cannot migrate to in-game defaults (yet?). Thus in-game "message" key input will not work with this mod, clicking on corresponding button will have no result.
my question of the toggle mode of the Logic Gate is that when i enable this mode i can't use the Logic Gate as easy as before.so the toggle mode of the Logic Gate is approximately unable.
But the other functions is going well.hope hear form you soon,cheers.
But it was patched to be able to run in paleozoic-era Unity, used in Besiege. Also some patches were applied to implement Gas concept.
I'm using a Mac, if it matter. Thanks!