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 Orbit Lands - It's gravitationally delicious! 
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Joined: Thu May 15, 2008 11:40 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Tougher planet? That would be dealing with terrain material I guess? I think you need a new planet (new map) that is made of tougher stuff (like the darker dirt close to the center of the planet), maybe even a planet made of plain rocks, I don't know.


Wed Dec 31, 2008 5:10 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Hmm, someone should make one lol.

But anyways, I think the main problem is I put my moon mass to 100000. I did this to make it more stable so it could take quite a few big explosions without being knocked completely out of orbit. Is there a different way to make the object impacted less by other objects, and at the same time not be so heavy that it destroys the earth?


Wed Dec 31, 2008 5:16 am
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Post Re: Orbit Lands - It's gravitationally delicious!
LOL, no wonder why your moon traveled to the center of the planet and crushed your brain, I was confused by that statement.

But no, I don't know how to make it stable :???:


Wed Dec 31, 2008 6:27 am
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Post Re: Orbit Lands - It's gravitationally delicious!
I just made a planet that was completely rock, it runs pretty good with the moons at 2500 mass.

Now to figure out where the gib variables are kept so I can apply moon gravity to those. Is there any sort of documentation for developing for this game? The wiki had almost nothing


Wed Dec 31, 2008 7:01 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Go to Orbit.rte/Scenes/Scripts/Orbit.lua.
That's where the code is, I don't feel like explaining it right now, but it'll have the line for "particle in"...


Wed Dec 31, 2008 7:42 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Wow, that is very short code in orbit.lua compared to what I thought was needed for rotational gravity.
Also for people who want high moon gravity:
Code:
moongrav = [insertnumhere]
is a valid console command.

And here is how to make X have gravity:
Code:
   for thing in MovableMan.things do
      if thing.PinStrength <= 0 then
         GravitateMovableObject(thing,1500,1500,gravity,0,3000);
         if MovableMan:IsParticle(moon) == true then
            GravitateMovableObject(thing,moon.Pos.X,moon.Pos.Y,moongrav,0,375);
         end
      end
   end


Wed Dec 31, 2008 6:39 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
The Decaying Soldat wrote:
even a planet made of plain rocks.


A comet that's 'traveling' through space, and you have to defend your precious rock from attacking ships =D


Wed Dec 31, 2008 8:40 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
-Fixed-


Last edited by I Love Gib on Thu Jan 01, 2009 5:13 am, edited 1 time in total.



Wed Dec 31, 2008 9:24 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
mail2345 wrote:
And here is how to make X have gravity:
Code:
   for thing in MovableMan.things do
      if thing.PinStrength <= 0 then
         GravitateMovableObject(thing,1500,1500,gravity,0,3000);
         if MovableMan:IsParticle(moon) == true then
            GravitateMovableObject(thing,moon.Pos.X,moon.Pos.Y,moongrav,0,375);
         end
      end
   end

That doesn't work anywhere outside of Orbit.lua, and even so needs tweaking.
First of all, MovableMan.things is not an array, you'll need to do it 3 times (once for MovableMan.Actors, once for MovableMan.Items and once for MovableMan.Particles)
Also, GravitateMovableObject is declared earlier on in the script, which also uses point_direction, point_distance, lengthdir_x and lengthdir_y, all of which are declared earlier.
There really is a lot more code than it looks like :P


Thu Jan 01, 2009 12:39 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Okay. Maybe I should have mentioned that I was just showing an example of code for gravitation.
Also thing was a placeholder.


Thu Jan 01, 2009 12:52 am
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Post Re: Orbit Lands - It's gravitationally delicious!
This map is awesome.
Altough i dunno why i have difficulty putting guys in orbit... They just crash on the planet :-(

And btw... There's a level on World of Goo that resembles this scene.


Thu Jan 01, 2009 12:53 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Actually, I was playing World of Goo yesterday and noticed that aloud. It is oddly similar :P
And I figured it was a placeholder, mail, just wanted to make sure it wasn't misleading for others :)


Thu Jan 01, 2009 1:08 am
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Post Re: Orbit Lands - It's gravitationally delicious!
TheLastBanana wrote:
Actually, I was playing World of Goo yesterday and noticed that aloud. It is oddly similar :P
And I figured it was a placeholder, mail, just wanted to make sure it wasn't misleading for others :)


Oh, man, World of Goo is epic.

But I digress, you need to implement a part of code that allows the actors to rotate as they get to different parts of the planet. That would allow walking all over the planet, methinks. I myself don't know anything about scripting in Lua yet, but I'm studying. xD


Thu Jan 01, 2009 2:58 am
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Post Re: Orbit Lands - It's gravitationally delicious!
TheLastBanana wrote:
Sorry for the let-down, Soldat.
Data wrote:
Oh damn.. this makes me want to redo all the code that assumes downward gravity! That would be a LOT of work to get right though.. maybe worth it though?

Data posted this in this topic on page 3. A simple translation - It doesn't work with the current engine. Maybe (MAYBE) in the future.

You'll have to wait until it works with the engine :sad:
I gave it a try, actually. Rockets don't like it and usually blow up. Drop ships get confused and spiral out of control. People flip up and down and literally kick themselves in the butt, so they can't walk anywhere.


Thu Jan 01, 2009 3:16 am
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Post Re: Orbit Lands - It's gravitationally delicious!
I've been trying to debug the moon gravitate issues. No dice so far though.

One question, does the moon.Pos.X and moon.Pos.Y get the values from the center of the moon?

if particle.ID == moon.ID then
GravitateMovableObject(particle,1500,1500,gravity,0,3000);
end
if not particle.ID == moon.ID then
GravitateMovableObject(particle,moon.Pos.X,moon.Pos.Y,10,0,1000);
end

I tried that code to make gravity keep the moon in orbit, and let the junk just float in space, it doesn't look like the moon is picking any particles up though even with such high gravity. It just doesn't make sense why the particles aren't attracted to the moon. Especially when it works for actors and items, as well as gravitating the gibs to the earth. I checked through all the code and it made sense, so I have no idea what the issue is here.


Thu Jan 01, 2009 3:27 am
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