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Thread: Wired Servo

  1. #21
    Wire Amateur GotenXiao's Avatar
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    Code:
    local phys = self.Entity:GetPhysicsObject()
    if (phys:IsValid()) then
    ********phys:Wake()
    ********phys:SetMass(400)
    end
    Surely that'd fix the weight issue? (Drop that in ENT:Initialize somewhere)

  2. #22
    Wire Amateur Exitlights's Avatar
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    I could potentially do that, but the risk I run by universally jacking up the mass could be that changing the servo's angle will move the contraption around the servo, and not the other way around. I think it works well to leave it up to players to alter the mass of the servo, but if there's a consensus here to jack the mass up, I will.

  3. #23
    Wire Amateur GotenXiao's Avatar
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    Make it a spawn option on the control panel for the STool?

  4. #24
    Wirererer 1xinfusion's Avatar
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    yeah . why not let people control the weight themselves . (slider bar)
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  5. #25
    Wire Noob Infinint's Avatar
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    I don't think the welding and unwelding is a very good idea, it allows for it to get away from what ever it's attached to and weld itself there. I think that would be why it spazzes out so easily.

  6. #26
    Wire Amateur Exitlights's Avatar
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    I don't think the welding and unwelding is a very good idea, it allows for it to get away from what ever it's attached to and weld itself there. I think that would be why it spazzes out so easily.[/b]
    The welding and unwelding is really why the servo works. I've tried parenting (hitbox problems with moving around parented objects) and different friction'd ballsockets (couldn't set a friction of high enough strength to hold on to anything, couldn't set a friction low enough that wouldn't cause the object to rotate around the servo and not vice versa). Honestly, I need to rework the servo into a method that utilizes torque instead, rather than instantaneous rotation of the prop. But, the spazzing out right now could also be a product of noclip getting sloughed off, I'll give it a look see.

    yeah . why not let people control the weight themselves . (slider bar)[/b]
    I'll look into this, that might be a good idea. Yuck, I gotta figure out convars I guess...

  7. #27
    Wire Noob Infinint's Avatar
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    I'm not sure what you mean by having the object rotate around the servo? As in the servo is stationary at a certain angle and the object can rotate without effecting it?

    Usually I make turrets with wheels with very high friction, little torque, and a lot of weight. That usually keeps them where they're supposed to be. Maybe if you focused on rotating around only one angle you could simplify the process a lot, possibly enough to avoid some of the problems caused now. In all practical methods, that's how a normal servo works and how I would personally want to use the servo.

  8. #28
    Wire Sofaking -=Fox=-'s Avatar
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    FINALLY!!! Holy crap... took long enough for someone to make a servo, Awesome work!!!

    I think their might be a place to have 2 different servos, one servo that works 1 axis and one servo to work all 3.

    Perhaps a Servo and an Advanced Servo

    Also, why not just modify the Wheel stool for a single axis Servo?
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  9. #29
    Wire Amateur Exitlights's Avatar
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    I'm not sure what you mean by having the object rotate around the servo? As in the servo is stationary at a certain angle and the object can rotate without effecting it?

    Usually I make turrets with wheels with very high friction, little torque, and a lot of weight. That usually keeps them where they're supposed to be. Maybe if you focused on rotating around only one angle you could simplify the process a lot, possibly enough to avoid some of the problems caused now. In all practical methods, that's how a normal servo works and how I would personally want to use the servo.[/b]
    Yeah, when you rotate the prop instantaneously, instead of applying force in the physics engine, since there isn't any force applied, the servo just snaps back to where it's supposed to go if there's any friction (since the servo weighs so little). When you make the servo weigh more, since the servo is the heavier prop, the lighter prop snaps around it instead. It's kind of difficult to explain, maybe I'll make a video of it.

    I was originally thinking of doing it the above way, but... I got a little greedy. Being able to rotate in the yaw, pitch, and roll axes was pretty damned tempting, so I went along those lines instead. Which brings me to...

    FINALLY!!! Holy crap... took long enough for someone to make a servo, Awesome work!!!

    I think their might be a place to have 2 different servos, one servo that works 1 axis and one servo to work all 3.

    Perhaps a Servo and an Advanced Servo

    Also, why not just modify the Wheel stool for a single axis Servo?[/b]
    If I'm going to continue with this, that will probably be my next step. Keeping it to a single axis, hacking out parts of the wired wheel, and just figuring out the code to stop and go to whatever the required angle is. *Hopefully* would include torque and friction modifiers for maximum versatility, and even BETTER than all that would be the ability to use it like the motor STool and attach ANY two objects. Thinking about all the work required for that makes my head spin a little bit. Anybody up to the task?

  10. #30
    Wire Sofaking tomb332's Avatar
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    My servo works on hacking apart the wired wheel. However it also uses instantanious placement asa it is very hard to negate torque fast enough to gain precise angles as using instantanious placement you can be accurate to many decimal places.
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