Page 2 of 3

Re: Tutorial Index

Posted: Thu Apr 18, 2013 12:27 pm
by CryoSleep
Yo. Would you Mind helping me with Reverse engineering this?
Find Anything you can. (It has an Awesome Rotating Turret when used in Sandbox after Commanding attack)

Re: Tutorial Index

Posted: Thu Apr 18, 2013 1:47 pm
by Zalausai
It's a pretty rotating turret system. I'll look at it.

Zalausai Edit: I believe that I understand how it works. time to recreate it. If successful, the results will be posted here and a tutorial could be in order (An advanced tutorial section anyway). This requires 4 turrets, 1 trigger, and 1 rotating section. It should be added to the turret tutorial.

Zalausai Edit: Tests Successful. I understand how to make a rotating turret setup. It functions similar to the specimen ship, although much simpler.

Let me know if this is satisfactory, Cryosleep. If it is, I'll teach everyone. Test it in the sandbox.
Spoiler!
SMscreen056.png
SMscreen056.png (3.69 KiB) Viewed 11655 times
Oceanus RE Test.sb4
(3.54 KiB) Downloaded 613 times

Re: Tutorial Index

Posted: Thu Apr 18, 2013 4:23 pm
by CryoSleep
Awesome!
Thanks :D

Re: Tutorial Index

Posted: Thu Apr 18, 2013 4:31 pm
by CryoSleep
Whats that blue line?
A trigger?

Re: Tutorial Index

Posted: Thu Apr 18, 2013 4:32 pm
by Zalausai
Trigger on 1 and off 1.
Note that each "Barrel" is actually an improper turret. I don't know why it was done that way, but it works, so I will not question it.
The "barrels" will look weird when rotating unless the white parenting arrow where they are placed is inside the round rotating section. It marks their center for rotation purposes. I also added a link firing delay to two of the weapons to complete the look. It fires a shot every 5 frames and does a full rotation every 15 frames.

Re: Tutorial Index

Posted: Thu Apr 18, 2013 4:54 pm
by CryoSleep
It's much more complicated making a Smaller version for this where those barrels are removed and only guns are Present

Re: Tutorial Index

Posted: Thu Apr 18, 2013 5:13 pm
by Zalausai
CryoSleep wrote:It's much more complicated making a Smaller version for this where those barrels are removed and only guns are Present
Now even more simplified. Barrels removed. Guns only. :)
SMscreen059.png
SMscreen059.png (3.33 KiB) Viewed 11642 times
Oceanus RE Test Mini 2.sb4
(2.02 KiB) Downloaded 619 times

Re: Tutorial Index

Posted: Thu Apr 18, 2013 5:16 pm
by CryoSleep
Oh Good.
Thanks.

Re: Tutorial Index

Posted: Sun May 05, 2013 9:06 am
by Zalausai
Added the first part of the "super newbie tutorial" the Shipmaker Handbook.
A collection of current tutorial ships added to the first post. Requested by "The Builder".

Re: Tutorial Index

Posted: Wed May 15, 2013 9:38 am
by Zalausai
Added a small section to the "Shipmaker Handbook" on weapon parameters in the "EDIT" tab. They are the most common parameters.

Re: Tutorial Index

Posted: Sat Jun 29, 2013 1:14 am
by Zalausai
Updated descriptions of weapon parameter lists to The Shipmaker Handbook. Been busy with triggers lately. Now, off to the "buzzsaw tutorial".

Zalausai Edit: "Buzzsaw" weapon effect tutorial completed.

Re: Tutorial Index

Posted: Tue Aug 20, 2013 1:44 pm
by Zalausai
The "Shipmaker Tips and Tricks for Newcomers" thread has been added to this index.

Re: Tutorial Index

Posted: Sun Oct 06, 2013 7:00 am
by Zalausai
A new tutorial is up.
The much overdue. . .
Zalausai's Guide to Triggers

Re: Tutorial Index

Posted: Sun Nov 03, 2013 11:47 am
by delta-7
can u do a tutorial on mines? i know one method for making a space mine (the modified weapon method) but there is a completely different method that makes ships (or mines) explosive. all i know about it is that it involves a "critical subsystem". thanks for the tutorials that you posted already, being a newb, i actually learned something. also, for the sake of people even newbier than me, please post one for the modified weapon method of making mines.

Re: Tutorial Index

Posted: Sun Nov 03, 2013 2:21 pm
by calvin1211
Set AI to kamikazi, set a low AI range, enjoy explosions.
You don't actually need the Criticalobject module, that just makes the destruction much more convenient and controllable than the shrapnel bombs of old.