|
metadata
^ lolfail
Look at page 2.
|
|
|
metadata
> *Originally posted by **[Linkraft](/forums/9794/topics/508091?page=4#posts-10263729):***
> > *Originally posted by **[Darktroopa321](/forums/9794/topics/508091?page=4#posts-10224296):***
> > > I’ll need to make the bodyparts longer though. Somehow.
> >
> > You can use a revolute joint to attach an extra arm/hand/leg/foot.
>
> however,i wanted to do it either,when i was creating a mech,and i don’t know how to use it properly
See page 2.
Do not use: Visible, collide, motor settings. You can use limited if you want, but you don’t have to.
|
|
|
metadata
> *Originally posted by **[catchyname888](/forums/9794/topics/508091?page=2#posts-9734085):***
>
> Here’s a quick little tip: if you’re making detailed characters, make sure the ghost objects have 1 weight.
why the actual freak i would do that?
|
|
|
metadata
^ That’s stupid and dumb. Ignore that. Thanks for reminding me, i’ll go remove that post.
|
|
|
metadata
> *Originally posted by **[Linkraft](/forums/9794/topics/508091?page=5#posts-10269085):***
> > *Originally posted by **[catchyname888](/forums/9794/topics/508091?page=2#posts-9734085):***
> >
> > Here’s a quick little tip: if you’re making detailed characters, make sure the ghost objects have 1 weight.
>
> why the actual freak i would do that?
To not make your characters be super heavy.
|
|
|
metadata
^ But then it’s hard to move the doll if you drag a detail on the doll.
|
|
|
metadata
^ If I’m correct that applies to all detailed characters whether or not the details are ghost.
|
|
|
metadata
^ It’s harder to move with 1 weight.
|
|
|
metadata
^zerogravity’s the way to go
|
|
|
metadata
> *Originally posted by **[asdguy00](/forums/9794/topics/508091?page=5#posts-10269649):***
>
> ^zerogravity’s the way to go
Uh…
I just make my doll details on 100% weight. U don’t need to change anything mate.
|
|
|
metadata
^same here, but seems like he doesn’t want the extra weight
|
|
|
metadata
> *Originally posted by **[asdguy00](/forums/9794/topics/508091?page=5#posts-10269724):***
>
> ^same here, but seems like he doesn’t want the extra weight
Not same here.
My dolls are fine with it.
|
|
|
metadata
^I disregard that too and just put ahapes on them au naturel (apart from ghost)
but seems like catchy wants less weight for some reason
|
|
|
metadata
|
|
|
metadata
On a side note from what they’re discussing;
It is possible to multi select layers in MaD Lab or no?
|
|
|
metadata
MaD Lab has strictly single layer editing for everything.
MaD Depot supports multiple selection for some stuff, but it’s still in development and not publicly available as such.
Some examples: [1](http://i.imgur.com/WK6KBEW.gif), [2](http://i.imgur.com/iLIRtAY.gif). You might also see me use it during the [item polishing timelapses](https://www.youtube.com/playlist?list=PLIMSGMY63ct4Om9MA_utO-E2ccMj5MpI2).
|
|
|
metadata
^ So it’s not possible in the current version of MaD Lab?
|
|
|
metadata
^ Well, the link you click on to go into MaD Lab is the link to the latest and current version which does not support multi-layer editing as 0rava just said. If he were to have made an exception for the current version, he would have said it in his post.
|
|
|
metadata
This thread did not turn out at all as I had planned, but I guess it doesn’t matter that much.
|
|
|
metadata
^ Yeah, but I guess that there only a limited amount of tips and stuff to post about, it’s kind of conflicting whether to unsticky this or not since no one really posts here but it has some really good stuff for some new players.
|
|
|
metadata
I has a problem. I want to make a pass code, I want to make it so the pass code is 1342, and that if I trigger one that’s wrong, it resets, i.e all the long beams fall down. How would I do that?

|
|
|
metadata
^ Pass codes have little more complex logic if you want it to work in particular order. There are many solutions to single problem, I’ll just say how I’d do it in that moment in my mind, but it could change while actually doing it in the game.
You have to work with some kind of memory, e.g. flip-flops. Let’s say you create 4 switches for tracking progress of correct input and 4 switches for counting inputs.
When 4 switches have registered input, than let’s say an AND gate could check if also 4 switches of correct input are triggered. If yes,beam opens. (_We’re waiting till the end of input not to give any immediate hint about the combination_)
At every step of inputing, various conditions for every button and doors have to be checked.
When there’s no input in either of the memories, inputting “1” should flip the respective progress memory and number-of-inputs-memory. Inputting any other button should result in incrementing the input memory, but there’s no longer any need for tracking the “correctness”, since the first number would be wrong.
When there’s first correct input registered, pressing “3” should flip its “correctness” switch and increment number of inputs. If any other button at that stage is being pressed, number of correct inputs is no longer changed, but the number of total inputs is still incremented.
And so on and so on up to the point where 4 total inputs have been registered and system is ready for checking if with those 4 total inputs go 4 correct presses. This is far from a precise answer, but should point you in a better direction. I might try doing something like that some time, but I can’t tell for sure. I know it’s hard to wrap one’s mind around whole solution at once. Always ask yourself what conditions have to be met for certain things to happen.
|
|
|
metadata
^ It obviously can’t be exact to the true form, otherwise plagiarising issues may occur.
|
|
|
metadata
^ Yeah, and I don’t think that when that item was made it’s functionality was listed, so 0rava just added it as a normal weapon.
|