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Thread: Wired Servo 2

  1. #21
    Wire Amateur AphisNano's Avatar
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    Default Re: Wired Servo 2

    Quote Originally Posted by Syranide View Post
    Wow, that looks awesome!

    EDIT: Have someone taken a look at how the SetVelocity-functions work? Do they come in effect _after_ outside influences or before? If it is after, it should be pretty "easy" to create an infinitely powerful servo as you could then basically negate any outside influences and just take into account the relative orientation of the servo-entity itself.
    It appears to use a motor, the only reference to setvelocity was commented out.
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  2. #22
    Wire Sofaking Unsmart's Avatar
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    Default Re: Wired Servo 2

    Nice! You got my download!

  3. #23
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Wired Servo 2

    Quote Originally Posted by AphisNano View Post
    It appears to use a motor, the only reference to setvelocity was commented out.
    I know, that why I was suggesting SetVelocity, it seems like something that could really make something like this really work. Rather than just creating wired wheels with latches.

  4. #24
    Wire Sofaking Jimlad's Avatar
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    Default Re: Wired Servo 2

    I don't know how seriously people will take this suggestion, but has anyone actually tried building this in regular gmod with the existing tools? It seems to me you can achieve all of the above quite easily with a couple of thrusters, a gyro and a weld latch. Or even just some clever E2 programming. I always thought of the servo as being a completely redundant tool in wiremod since there are more reliable ways of doing it in the game already.
    Last edited by Jimlad; 03-12-2009 at 03:53 AM.

  5. #25
    GMech Developer InfectiousFight's Avatar
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    Default Re: Wired Servo 2

    Yes, it's possible, I've been doing it for some time; however, it's also quite labor-intensive if you want it done REALLY well. Having an LUA entity makes everything much simpler.

  6. #26
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Wired Servo 2

    Quote Originally Posted by Jimlad View Post
    I don't know how seriously people will take this suggestion, but has anyone actually tried building this in regular gmod with the existing tools? It seems to me you can achieve all of the above quite easily with a couple of thrusters, a gyro and a weld latch. Or even just some clever E2 programming. I always thought of the servo as being a completely redundant tool in wiremod since there are more reliable ways of doing it in the game already.
    I'd say you could probably do a pretty good one with the E2 (given applyAngForce) and a separate weld-entity if it turns out too sloppy.

  7. #27
    Wire Sofaking Jimlad's Avatar
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    Default Re: Wired Servo 2

    Quote Originally Posted by Syranide View Post
    I'd say you could probably do a pretty good one with the E2 (given applyAngForce) and a separate weld-entity if it turns out too sloppy.
    Yeah, that's exactly what I would suggest. Although since it's on only one axis, I think the equivalent use of applyOffsetForce would be more efficient, but either way would work just fine. I've posted something similar elsewhere, but I think we're at the stage where there are very good alternatives to having to use the old servos, it's just that people haven't quite come to grips with the new features yet. The tools are already there, you just need to learn how to use them!

    Quote Originally Posted by InfectiousFight View Post
    Yes, it's possible, I've been doing it for some time; however, it's also quite labor-intensive if you want it done REALLY well. Having an LUA entity makes everything much simpler.
    It isn't even slightly "labour intensive" in the sense that it's hard to build - if you want a method that uses as few clicks as possible, you place a chip, you wire up an entity marker, you're done. It's more "knowledge intensive", in that you need to figure out some physics to make it work. There's barely any difference to what you'd have to do in the lua anyway. What you're basically saying is it would be easier to have someone else figure it out for you!
    Last edited by Jimlad; 03-12-2009 at 09:42 AM.

  8. #28
    GMech Developer InfectiousFight's Avatar
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    Default Re: Wired Servo 2

    Actually, consider that I only just learned about E2's applyforceoffset functions. I would have had to use 4 thrusters, some axes, 3 props, etc.
    But, I will say that the way the servos are done in LUA is different. They don't dick around with forces, it just sets the angle to what is desired.

  9. #29
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Wired Servo 2

    Quote Originally Posted by InfectiousFight View Post
    Actually, consider that I only just learned about E2's applyforceoffset functions. I would have had to use 4 thrusters, some axes, 3 props, etc.
    But, I will say that the way the servos are done in LUA is different. They don't dick around with forces, it just sets the angle to what is desired.
    But when you simply set the angle you can get nasty side-effect in the physics engine, as it has no idea how the props actually got there. They no longer get proper momentum, etc. I don't know how noticeable it is in practice, but I'm assuming pretty bad since there are no _good_ servos available?

  10. #30
    tkj
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    Default Re: Wired Servo 2

    I can't weld anything to the Servo, or yes I can, but it doesn't move with the Servo. Why?
    I have seen this Youtube video: [ame="http://www.youtube.com/watch?v=9GWZmqfPQ_M"]YouTube - Colored ball sorter[/ame]
    And as you see, he can weld props to the Servo, so they move. But I can't!

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