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Thread: Semi-Realistic (WireMod) Magnet

  1. #11
    Wire Weeaboo Pyro-Fire's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    Quote Originally Posted by cpf
    Fun Fun [possible] Future Additions:
    • Weld props touching the magnet automatically to reduce lag
    just a suggestion, you should use a breakable weld with the force limit relating to the magnets strength.



  2. #12
    Wire Noob Ninjas Kill's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    Awesome! This looks really nifty, and a lot better than the original magnets. For a future update, poles would be nice :3 If you can find some way to do that. And maybe it somehow labels those poles.

    But this is an awesome idea, and well made. I'm gonna test it out right away! -clicks link-
    Code:
    @name How to use A and An
    @inputs Vowel
    @outputs A An
    
    If (Vowel == 1)
    {
       An
    }
    If Else
    {
       A
    }
    My IQ is 137 ^_^

  3. #13
    Wirererer Mechanical433's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    MAgnetic engine here I come !!

  4. #14
    Wirererer Spencenator's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    It appears that the force is the same throughout the entire area affected by the magnet, but that is not right. Magnetic force decreases exponentially with distance. You should add that to the script. But, come to think of it, that would mean the force would be universal throughout the map, which would cause lag. On a second thought, if the exponential force decrease is added, make the force end at a distance that is directly proportional to the strength of the magnet.

    Poles shouldn't be to hard to add, just a little vector math and you should be able to tell the faces of the magnet apart.

    Good work! Downloading.

    I've always wanted to build a railgun......
    Unicycle of dooooooooooooooom!

    No there doesn't. I'll make a bellycopter that flies on rainbow power and shoots chocolate mousse at people using electrofunk radiation, and you can't stop me!
    -Azrael

  5. #15
    Wirererer viperfan7's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    ok, this belongs in the unnoficial wire extras SVN , also, I'll be making a linear accelerator with this now, jintos physics addon FTW

  6. #16
    cpf
    cpf is offline
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    Default Re: Semi-Realistic (WireMod) Magnet

    The force Is proportional to the distance of the object, look at the code...

    As for poles, meh really needed?

  7. #17
    Wire Sofaking ZeikJT's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    Maybe just a setting? Like have a slider and you can choose polar=1 or polar=2.
    Opposites attract and same polarities repel?

  8. #18
    Wirererer Spencenator's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    It is? Oops, your right. Well, you know your magnets! I congratulate thee, great coding.

    EDIT: poles would be nice in some situations, but not all. maybe make them, but make them optional?
    Unicycle of dooooooooooooooom!

    No there doesn't. I'll make a bellycopter that flies on rainbow power and shoots chocolate mousse at people using electrofunk radiation, and you can't stop me!
    -Azrael

  9. #19
    Wire Sofaking mjmr89's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    Pretty nifty! I've exprimented a bit with these, created a motor with it and a pseudo-rail gun.

  10. #20
    cpf
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    Default Re: Semi-Realistic (WireMod) Magnet

    I guess I could add a "pole" slider (0-none 1-north 2-south), so opposite poles repel eachother, but still attract anything else. It would probably also auto-color them red/blue.

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