Because arrays are cleaner, plus if you had to applyForce to multiple props, this comes in handy.
Two questions I have.
"Plate = entity():isWeldedTo()"
You said E:isWeldedTo() returns an array of the entities E is welded to. Since you defined Plate as an entity, how come you can store an array of entities (even one of size 1) to an entity variable?
Also, why would multiplying angles by -1000 repeatedly produce stability? If I wanted to make something spaz out, I might try something like that. What exactly does E:angles() return?
Because arrays are cleaner, plus if you had to applyForce to multiple props, this comes in handy.
You're confusing E:isWeldedTo() and E:getConstraints(). The former returns the entity that the entity was first welded to, the latter returns an array of everything the entity is constrained to. Tibbles is correct in using an array for multiple props, though that is currently not a function of Robert.
Since E2 chips weld to whatever they were spawned on (If it isn't the world), E:isWeldedTo() is a good shorthand way of getting that entity from the chip.
The $Ang*5 produces stability because it counteracts the motion, Ang itself is multiplied by 1000 to so that it can quickly rebuff high angular motion and affect larger objects as well. In this instance, it makes the holding force stronger.
If you increase the multiplier beyond a certain level (Which is annoyingly different between prop models), then it starts spazzing out.
E:angles() returns an angle for the Pitch, Yaw, and Roll of the prop. Since the two props composed in Robert have 0 in all three in the positions that they are placed in, negating the angles keeps them nice and steady.
I still don't see why you get to store an array to a variable that has clearly been declared as "entity". Or why you can apparently applyForce an array. That doesn't make sense; you should be able to apply force to entities, not arrays. If you want to applyForce every entity in an array, you do the logical thing: loop through the array and applyForce each element.
I'm not storing an array into an entity variable, if I did the code would invalidate, as it does when you type "@persist Vec" and "Vec = vec(14,287,28)".
I'm not myself entirely sure, but multiplying the value input into applyForce and its variants basically produces stronger forces.
Very nice. Well-written, entertaining, and quite helpful. Timers seem pretty nifty now that I understand them.
Well clearly if you want something done and it's not getting done with enough force, you increase multipliers. But my point is that multiplying an angle by anything with an absolute value greater than one is going to move you away from 0, not towards zero. Increasing the multiplier should just make the error even greater.
Reality contradicts me apparently but I don't see where I've gone wrong.
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