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Actualy, I didn't think about rebindability when I did the mouse controls. I might try to do something about that enventually. In the mean time, if the idea is to manualy control a rotor. Digi's mod by itself could do it.
Also, about your piston problem. Could you send me some screenshots and your code? I can't realy help without these.
Finally, I was going to bed so expect my next message to be tomorow. Good night!
This is Awesome!
Ship side to shoulder:
rotor 1, conveyor tube (turn), rotor 2, conveyor tube (turn)
Upper arm:
piston 1, piston 2, conveyor tube (turn)
Elbow:
rotor 3, conveyor tube (turn)
Lower arm:
piston 3, piston 4
Wrist:
rotor 4, conveyor tube (turn), rotor 5, conveyor tube (turn)
Hand
rotor 6 (used to convert to small ship for "hand")
Hand will have 1 landing gear (with 2 lights), 1 grinder, 1 welder, and 1 connector
(each item will face different direction to allow 90 degree turn to next item)
I am needing to get it done so I can have 1 cockpit named "Arm A Control" and with main cockpit active in ship (different cockpit) this one cockpit will only control "Arm A" (each part will have "Arm-A-" at the beginning of the part name). Given that the arm is on the side (or top) of the ship I need to be able to use the quick keys to control the arm.
Example:
menu 1
press "1" once to rotate shoulder + (press again to stop)
press "2" once to rotate shoulder - (press again to stop)
"3" bend shoulder +
"4" bend shoulder -
"5" bend elbow +
"6" bend elbow -
"7" bend wrist +
"8" bend wrist -
"9" reset to 0 for lockdown
menu 2
"1" rotate wrist +
"2" rotate wrist -
"3" next tool (rotate tools 90 degree +)
"4" previous tool (rotate tools 90 degree -)
"5" tool #1 on/off, switch lock
"6" tool #2 on/off, switch lock
"7" tool #3 on/off, switch lock
"8" tool #4 on/off, switch lock
"9" tool #5 on/off, switch lock
If possible I would like to have it so I can use the buttons as described by just having them run the pb using arguments (example: "Arm-A-Shoulder rotate+", "Arm-A-Shoulder rotate-", "Arm-B-Shoulder rotate+", or "Arm-B-Shoulder rotate-"). The arm would be built so it sticks stright out from the ship (no matter if top, bottom, or side) so that +/- 90 on shoulder bend is along body of ship. Under the 1st rotor is a connector with merge block to make the arm removable (pb can be mounted to the arm directly).
I am not very good with coding but I can build the arm if that would help to get the code made for it. Thanks for your time (and great work so far).
By reading your arm's description, I can give you its code expression.
It could look like this:
MyArm = new Arm2Joints(
"Z"
, new Joint( "Motor1", 1, 0 )
, MyArm = new Arm3Joints(
"Y"
, new Joint( "Motor2", 1, 2.5F )
, new SolidPart( 6*2.5F, 0, 0 )
+new PistonPart( "Piston1", "X", false )
+new PistonPart( "Piston2", "X", false )
, new Joint( "Motor3", -1, 0 )
, new SolidPart( 5*2.5F, 0, 0 )
+new PistonPart( "Piston3", "X", false )
+new PistonPart( "Piston4", "X", false )
, new Joint( "Motor4", 1, 0 )
)+new SolidPart( 3*2.5F, 0, 0 )
, new Joint( "Motor5", -1, 0 )
);
MyArgumentInput = new ArgumentInput( );
MyInputModule = new InputModule( 0.12F, 0.03F );
But, looking at the control scheme you want to use make me wonder why you actually want to use MArmOS. Its core feature is to bind the control of the arm into a 3 axis frame so there is no need to actually give commands to the joints themselves.
You could instead use hotbars actions to give inputs to your arm.
Something like:
key 1: Move 0 0 0
key 2: Move 1 0 0
key 3: Move -1 0 0
key 4: Move 0 1 0
key 5 Move 0 -1 0
key 6 Move 0 0 1
key 7: Move 0 0 -1
This would allow to move your arm in all directions without having to worry about joints.
I hope it helped.
Arm config:
MinArm = new Arm3Joints(
"Y",
new Joint("R2",-1,0),
new SolidPart(0,0,5*2.5F),
new Joint("R3",1,0),
new SolidPart(5*2.5F,0,0)+new PistonPart("P21","X",true),
new Joint("R4",-1,0)
);
Main:
Vector3 Speed1 = MyInputModule.Update( MinArm );
OutputScreen.Update( MinArm );
var Remain = MinArm.Move( Speed1 );
if (Remain.Length() > Speed1.Length()/4)
MinArm.Move( new Vector3() );
Did you paste multiple cranes on the same grid? If so, you need to cange the rotor's and piston's names so that there is no name conflicts.
This could also be a ownership problem.
I believe your code may look like this:
new ArmPart(
"Y"
, Motor1
, something
, true
)
If you did'n put the second Joint of the ArmPart, you don't need the sharing flag.
Your code should look like this:
new ArmPart(
"Y"
, Motor1
, something
)
Tell me if that helped
Is there any relation to the game's 'grid pivot' or the rotor's starting angle when setting up a definition?
I made something similar to your platform welder, not perfect, but enough to test with I hope...
Image