1. Post #721
    Calamity's Avatar
    August 2011
    157 Posts
    I'm sorry if it was given before, just cant read the whole thread.
    Can somebody give me a simple mech code?

  2. Post #722
    Gold Member
    Leestons's Avatar
    October 2010
    3,068 Posts
    I'm sorry if it was given before, just cant read the whole thread.
    Can somebody give me a simple mech code?
    http://www.facepunch.com/threads/834005

  3. Post #723

    March 2012
    1 Posts
    Hi. If Divran is still online id like him to look at this http://www.youtube.com/watch?v=pMHxGWx7Rgs. I did not make that VTOL but id like to make one using that E2.
    I would like that E2 to be the VTOL function of my aircraft. My aircraft would then have the abillity to turn on 2 giant jets at the back and make the VTOL controllers turn backwards to give forward thrust.
    What i do not know is how that E2 works and i cannot figure it out. I am also unable to figure out how to wire the thing. xXxENTExXx says in his video description on youtube that he will make a tutorial on how to make it if enough people watches it. But not many people have seen it so i doubt he will in the nearer future. I therefore ask if you could make/optimize his E2 code into what i described above and make it understandable to wire for a programming noob like me. I know there are some tutorials out there but i find none of them helping me with my VTOL. Please help someone.

  4. Post #724

    January 2010
    44 Posts
    Can anyone hook me up with an applyforce steering e2?

  5. Post #725

    February 2011
    3 Posts
    I don't know if you already have one like this.. I don't want to go through the pages before this post but can you make an E2 where it spawns a sort of Jet that flies with Pitch and Roll like an actual real life Jet?
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  6. Post #726
    unrezt's Avatar
    August 2009
    1,128 Posts
    There is an OK flight chip posted by divran in this thread, find it yourself.

  7. Post #727

    February 2011
    3 Posts
    There is an OK flight chip posted by divran in this thread, find it yourself.
    Oh, I seem to forgot to put in "Spawn 3D Hologram" into that. When I try to rotate it using toWorld angles it starts spazzing out. When I use local Roll, it turns like it's Yaw and starts screwing up in flight -_-

    EDIT: I finally fixed it.. now I need an E2 that uses a Holo Missile and follows an entity (Another holo) all of my attempts have the missiles spazzing out, going the wrong way or going in circles .____.
    EDIT 2: To Elaborate on the above, basically a homing missile using a 3D hologram, it's for a holo-fight game that i'm trying to make with my friends, i'll be happy if you guys/Divran make a code that lets a hologram home in on an entity using holoAng and holoPos (since it's the only way to move holograms)

  8. Post #728

    April 2012
    9 Posts
    Can someone make an flight E2 for planes?
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  9. Post #729
    ryanhaych1's Avatar
    July 2010
    63 Posts
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  10. Post #730
    Gold Member
    Balto-the-Wolf-Dog's Avatar
    June 2009
    1,817 Posts
    Should be a relatively simple matter of pushing an object along a parabola.

    Y=X[sup]2[/sup]*Curve alt-to-distance mult

    where Y is the Z of the missile and X is the distance between the launch point and a midpoint between the launchpoint and target. I might look into doing it eventually. If that equation fails, I worked out a simpler method earlier that is less clean.
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  11. Post #731

    April 2012
    4 Posts
    I simply need a question answering if that's cool. Divran, I am making a map radar / hologram recreation in miniature. For part of this I am getting the players and creating hologram versions of them using holoModelAny. The problem is; I am trying to scale these holograms (models come from ragdolls) but it will not let me. Is it not possible to change the scale of a hologram if the model is taken from a ragdoll? Is there any way around this?

    Look forward to a reply. Cheers

  12. Post #732

    April 2012
    4 Posts
    any ideas ?

  13. Post #733

    July 2012
    1 Posts
    Ive been playing garrysmod for over a year now. Ive gotten used to expression 2 for wiremod but im confused on a setup im trying to make for the wire wheels. Im trying to make the wheels drive in two modes. One as low speed and one as high with a reverse key. This is what i have so far.*

    @name 4x4 wheel drive system
    @imputs 8D 9D 5R---(D is for drive R is for reverse)
    @outputs W1 W2 W3 W4---(W is for wheel)

    If (8D==1) {W1=1 W2=1 W3=1 W4=1}
    else{W1=0 W2=0 W3=0 W4=0}
    if (9D==1) {W1=1*2 W2=1*2 W3=1*2 W4=1*2}
    else {W1=0 W2=0 W3=0 W4=0}
    if (5R==1) {W1=-1 W2=-1 W3=-1 W4=-1}
    else{W1=0 W2=0 W3=0 W4=0}

    Thats all i got for now. Im not sure if it will work. But if you know what to do or fix my expression. That would be helpfull. Also, i want to figure out a way to make an E2 chip for suspension and steering. I have a cheap steering E2 but i want to get others. Thankyou very much
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  14. Post #734
    irontires's Avatar
    May 2011
    117 Posts
    -snip- didn't notice how old thread was
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  15. Post #735

    December 2012
    1 Posts
    Can someone make (or find) an E2 for an auto open fading door? (I've looked for it and can't find it) Thanks
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  16. Post #736

    February 2010
    26 Posts
    Has anyone ever considered making easy yet interesting stuff, say, an engine kept spinning by Wire Weights O.o?

  17. Post #737

    January 2012
    53 Posts
    Removed
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  18. Post #738

    May 2006
    1 Posts
    Can you make a E2 that its like blackjack where i can type hit or stay in chat and the number increse and make it so min bet is 500 and max is 5000 and then at the bottom make it so it says the person that bet and gave me money
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  19. Post #739

    January 2013
    1 Posts
    i know this is an old thread but i was wondering if you had a e2 code for an airplane. the adv pod controller and trusters arent cutting it and i need to get the plane working soon because i want to make a dogfight server

    thanks
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  20. Post #740
    DementedKilla's Avatar
    January 2013
    54 Posts
    Can someone make an flight E2 for planes?

    Provided you have a flyable plane that you created, and FinTool:


    Code:
    @name Plane
    @inputs W A S D Shift Up Down Active MoreP LessP
    @outputs Left Right Back Thruster Trim Power
    
    Left=52.3
    Right=52.3
    Back=97+Trim
    Thruster=0+Power
    
    if(Active==0){Trim=0}
    if(Active==0){Power=0}
    if(Up){Trim+=1}
    if(Down){Trim-=1}
    if(MoreP){Power+=100}
    if(LessP){Power-=100}
    if(Trim>10){Trim=10}
    if(Trim<-10){Trim=-10}
    if(Power>1000){Power=1000}
    if(Power<-0){Power=0}
    if(W){Back=117+Trim}
    if(S){Back=77+Trim}
    if(A){Left=42,Right=62}
    if(D){Left=62,Right=42}
    if(Shift){Thruster=850+Power}
    Just change the settings according to your hydraulics length and thruster. Look on youtube for tutorials on FinTool and planes.

  21. Post #741
    DementedKilla's Avatar
    January 2013
    54 Posts
    Ive been playing garrysmod for over a year now. Ive gotten used to expression 2 for wiremod but im confused on a setup im trying to make for the wire wheels. Im trying to make the wheels drive in two modes. One as low speed and one as high with a reverse key. This is what i have so far.*

    @name 4x4 wheel drive system
    @imputs 8D 9D 5R---(D is for drive R is for reverse)
    @outputs W1 W2 W3 W4---(W is for wheel)

    If (8D==1) {W1=1 W2=1 W3=1 W4=1}
    else{W1=0 W2=0 W3=0 W4=0}
    if (9D==1) {W1=1*2 W2=1*2 W3=1*2 W4=1*2}
    else {W1=0 W2=0 W3=0 W4=0}
    if (5R==1) {W1=-1 W2=-1 W3=-1 W4=-1}
    else{W1=0 W2=0 W3=0 W4=0}

    Thats all i got for now. Im not sure if it will work. But if you know what to do or fix my expression. That would be helpfull. Also, i want to figure out a way to make an E2 chip for suspension and steering. I have a cheap steering E2 but i want to get others. Thankyou very much
    I am Not a coder, I just take what I have and reconfigure it till it works. I have looked at what you have and what you're asking and came up with this(I don't know if this is what you're asking for, but..)
    Code:
    @name 4x4 Wheel Drive System
    @inputs W S Active Drive1 Drive2
    @outputs Go SpeedMod
    Go=0 
    if(Active==0){SpeedMod=0}
    if(Drive1){SpeedMod=0}
    if(Drive2){SpeedMod=100}
    if(W){Go=1}
    if(S){Go=-1}
    So you would just wire all the Tires:Go to the chip Go, and all Tires:SpeedMod to the chips Speedmod. Wiring from the chip to an Advanced Pod Controller is a no brainer. You can also use a screen to display what drive you're in by wiring to the chips Speedmod, or you can just peek at the tires. Other than that, Wire wheels suck, they kept going into the ground on me with the speed mod up. OH and, if you want to drive in low speed, just set the wheel torque to something lower and using the SpeedMod will double it when in Drive2.

  22. Post #742

    April 2012
    1 Posts
    can some one help me fix this old peace of crap and im looking for an E2 that puts a insta kill turret right over head as and a holo gyroscope and not to fancy angle like wings that i can flap by pressing any button i have it set up 2 sorry if i am asking for much
    @name E2 kill
    @inputs
    @outputs
    @persist Pos:vector Player:entity A:vector
    @trigger
    runOnTick(1)
    runOnChat(1)

    entity():setMass(9)

    Speach = owner(:lastSaid(" ")

    if(Speach:string()=="/kill" & changed(Speach:string(2))){
    Temp = findPlayerByName(Speach:string(0))
    if(Temp:isPlayer){
    Player = T9
    hint(array("0)
    A = vec(0,0,0)
    }
    }
    if(Speach:string(1) == )){
    hideChat(1)
    hint("The E2 is now above your head",7)
    Player = owner()
    A = vec(0,0,100)
    }

    Pos = (Player:pos) - entity():pos() + Player:boxCenter() + A)*10
    applyForce((Pos + $Pos*5)*mass()
    and this one
    @name Flatgrass Colours
    @inputs
    @outputs RGY:vect
    @persist RGY:vector Nigga:ent
    @trigger

    runOnTick(0)


    for (I = 1,entity():getCon():count()) {
    Nigga = entity():get()[I,entity]
    Nigga:setColor(000)
    Nigga:setMaterial("models/debug/debug")
    }

    Time = realtime()/1
    TimeFloored = floor(realtime()/1)

    Transition = (Time - TimeFloored)*7 + 1

    if (Transition 200) {
    RGY = vec(05 - Transition,Transition,0)
    }
    elseif (Transition 511) {
    RGY = vec(0,010 - Transition,Transition - 255)
    }
    else {
    RGY = vec(Transition - 510,0,765 - Transition)
    }

    entity():setColor(RGB)
    entity():("nature/grassfloor002a")
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  23. Post #743

    July 2013
    3 Posts
    So i have been hard at work on this VTOL, and i need a cool mouse aimed turret, rocket pods or plasma cannon or something similar, i have no idea how to use E2 so halp meh?

  24. Post #744
    Noi
    Purrr ~
    Noi's Avatar
    February 2010
    1,220 Posts
    So i have been hard at work on this VTOL, and i need a cool mouse aimed turret, rocket pods or plasma cannon or something similar, i have no idea how to use E2 so halp meh?
    ent:SetAng((ent:pos() - target:pos()):toAngle())

  25. Post #745

    July 2013
    1 Posts
    Hi peeps, im working on a holo E2, im a beginner with E2. i was wondering how i could make a holo hit the ground instead of going trough the ground.

    and how i could make a sphere roll over the ground for example.

    thnx

  26. Post #746

    July 2013
    3 Posts
    ent:SetAng((ent:pos() - target:pos()):toAngle())
    Thanks Noi, i actually got how to use it :P

  27. Post #747
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,176 Posts
    praise the lord an e2 thread

    I'm working on a player map. There are plenty out there, but I just want to make my own, you know?

    I'm just having some issues with my holograms

    Code:
    @name Player Map
    @inputs 
    @outputs Plrs:array
    @persist A
    @trigger 
    interval(10)
    Plrs=players()
    Scale = 100
    
    A=min(A+1,Plrs:count())
    TR = Plrs[A,entity]
    EP = entity():pos()
    #(-(entity():pos()-Ent:pos())/Scale)+entity():pos()+vec(0,0,0)
    Pos=(-(EP-TR:pos())/Scale)+EP
    
    Pitch=TR:angles():pitch()
    Yaw=TR:angles():yaw()
    Roll=TR:angles():roll()
    
    X=TR:pos():x()
    Y=TR:pos():y()
    Z=TR:pos():z()
    
    
    
    
    holoCreate(A)
    holoPos(A,Pos+vec(0,0,2.5))
    holoModel(A,"cube")
    holoScaleUnits(A,vec(2,2,5))
    holoAng(A,TR:angles())
    
    holoCreate(A+1000)
    holoPos(A+1000,Pos+TR:forward()*2+(TR:up()*4))
    holoModel(A+1000,"cone")
    holoScaleUnits(A+1000,vec(5,5,5))
    holoColor(A+1000,vec(255,255,0),100)
    holoAng(A+1000,TR:angles()+ang(-90,0,0))
    
    if(A>=Plrs:count()) {A=0}
    
    
    holoCreate(100)
    holoPos(100,entity():pos())
    holoScaleUnits(100,vec(-575,-575,-575))
    holoColor(100,vec(0,0,200))
    
    
    holoCreate(102)
    #(-(entity():pos()-Ent:pos())/Scale)+entity():pos()+vec(0,0,0)
    holoPos(102, (-(EP-owner():pos())/Scale)+EP+vec(0,0,5))
    holoScaleUnits(102,vec(1,1,5))
    holoColor(102,vec(255,0,0))
    holoAng(102,ang(180,0,0))
    holoModel(102,"cone")
    
    holoCreate(103)
    holoPos(103,entity():pos())
    holoScaleUnits(103,vec(575,575,0.01))
    holoColor(103,vec(0,100,0))
    What I am trying to do is make holocreate(A+1000) act as a line of sight for the player, but it ends up all wonky when I try it. Does anyone know how to do that?
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  28. Post #748
    Pandaman09's Avatar
    January 2012
    1,004 Posts
    praise the lord an e2 thread

    I'm working on a player map. There are plenty out there, but I just want to make my own, you know?

    I'm just having some issues with my holograms

    What I am trying to do is make holocreate(A+1000) act as a line of sight for the player, but it ends up all wonky when I try it. Does anyone know how to do that?
    You should be using a for loop
    Code:
    for(I=1,players():count()){
        holocreate(I+1000)
    }
    etc

    Edited:

    also I guess this thread is being revived lolol

  29. Post #749
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,176 Posts
    You should be using a for loop
    Code:
    for(I=1,players():count()){
        holocreate(I+1000)
    }
    etc

    Edited:

    also I guess this thread is being revived lolol
    Shit I didn't even know there was a for loop in e2.
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  30. Post #750

    July 2012
    3 Posts
    Could someone take this auto turret e2 and make it to where instead of having to "/t name" to target one person it just targets everyone but the owner please.
    Code:
    @name e2 AutoTurret By FPS Earworm
    
    @outputs Fire 
    
    @persist Turret:entity Hover_height Vec:vector Ang:angle On Player:entity 
    
    runOnTick(1)
    
    
    
    if(first()){
    
        findByClass("gmod_wire_turret")
    
        findSortByDistance(entity():pos())
    
        Turret = find()
    
    }
    
    if(!Turret){
    
        print("Please Spawn A Wire Turret First")
    
    }  
    
            
    
    if(owner():lastSaid()=="/on") {On = 1}
    
    if(owner():lastSaid()=="/off") {On = 0}
    
    
    
    Vec = entity():pos() - Turret:pos() + vec(0,0,50)
    
    Turret:applyForce((Vec + $Vec*5)*Turret:mass()*5)
    
    
    
    rangerFilter(Turret)
    
    Ranger = rangerOffset(100000, Turret:pos(), Turret:forward())
    
    
    
    
    
    if(On==1){
    
        
    
        if(Ranger:entity()==Player){
    
            Fire=1
    
        }else{
    
            Fire = 0
    
    }
    
    }else{
    
        Fire = 0
    
    }
    
    P = Turret:elevation( Player:pos() + Player:boxCenter() )
    
    Y = Turret:bearing( Player:pos() + Player:boxCenter() )
    
    R = Turret:angles():roll()
    
    Ang = -ang(P,Y,R)/15
    
    
    
    Turret:applyAngForce((Ang + $Ang*5)*Turret:mass()*15)
    
    
    
    S = owner():lastSaid():explode(" ")
    
    
    
    if(S:string(1)=="/t"){
    
        
    
        TempPlayer = findPlayerByName(S:string(2))
    
        if(TempPlayer:isPlayer()){
    
            Player = TempPlayer
    
            
    
        }
    
        
    
    }
    
    
    
    if ( first()) {
    
        hint("Commands Are:",45)
    
    hint("/t [NAME OF TARGET HERE]",45)
    
      hint("/on [TURN TURRET ON]",45)  
    
    hint("/off [TURNS TURRET OFF]",45)
    
    hint("By FPS Earworm",45)
    
    hint("DO NOT REUPLOAD",45)
    
        }
    Thank you!

  31. Post #751
    Pandaman09's Avatar
    January 2012
    1,004 Posts
    Shit I didn't even know there was a for loop in e2.
    *cough* wiki.wiremod.com/wiki/Expression_2 *cough*

  32. Post #752
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,176 Posts
    *cough* wiki.wiremod.com/wiki/Expression_2 *cough*
    I know how to make expressions gosh

    Everything I did was either self taught or learned from other people


    here have a holographic clock proving my bestest smartest brain

    Code:
    @name Holo Clock V2
    @inputs 
    @outputs Sec Min Hour A B C Done
    @persist
    @trigger 
    
    interval(1)
    
    Size=10
    
    Model="tetra"
    
    Sec=time("sec")
    Min=time("min")
    Hour=time("hour")
    
    setName(Hour+":"+Min+":"+Sec)
    
    D=(360/60)
    E=(360/12)
    
    A=min(A+1,60)
    
    holoCreate(A)
    holoPos(A,entity():pos()+vec(sin(A*6)*Size,cos(A*6)*Size,0)+entity():up()*30)
    holoModel(A,"hq_sphere")
    holoScaleUnits(A,vec(1,1,1))
    holoParent(A,entity())
    holoColor(A,vec(0,0,0))
    
    if (A==60) {
    B=min(B+1,12)
    holoScaleUnits(B*5,vec(2,2,2))
    holoColor(B*5,vec(255,255,255))
    }
    
    if (B==12) {
        C=min(C+1,4)
    holoScaleUnits(C*15,vec(2,2,2))
    holoColor(C*15,vec(255,255,0))
    Done=1
    }
    
    #Seconds
    if (Done) {holoCreate(62)
    holoScaleUnits(62,vec(0,1,18))
    holoAng(62,entity():angles()+ang(90,90-Sec*D,0))
    holoModel(62,Model)
    holoPos(62,entity():pos()+entity():up()*30)
    holoColor(62,vec(255,0,0))
    holoParent(62,entity())
    
    }
    
    
    #Minutes
    if (Done) {holoCreate(63)
    holoScaleUnits(63,vec(0,1,18))
    holoAng(63,entity():angles()+ang(90,90-Min*D,0))
    holoModel(63,Model)
    holoPos(63,entity():pos()+entity():up()*30.1)
    holoColor(63,vec(0,255,0))
    holoParent(63,entity())
    
    }
    
    #Hours
    if (Done) {holoCreate(64)
    holoScaleUnits(64,vec(0,2,18))
    holoAng(64,entity():angles()+ang(90,90-Hour*E,0))
    holoModel(64,Model)
    holoPos(64,entity():pos()+entity():up()*30.2)
    holoColor(64,vec(0,0,255))
    holoParent(64,entity())
    
    holoCreate(65)
    holoModel(65,"hq_sphere")
    holoScaleUnits(65,vec(24,24,-20))
    holoPos(65,entity():pos()+entity():up()*29.9)
    
    holoColor(60,vec(255,0,0))
    
    }
    Edited:

    that conveniently has my A=A+1 method lol

  33. Post #753
    gregmod's Avatar
    January 2012
    12 Posts
    I want a mech chip! Something that is not to hard to use and incorporates mouse aimed turret/arms that can aim through a enclosed cockpit. I know that there are mech chips out there but they are hard to find, broken, or their creators do not want to let others use them. If you do not want to make one for me perhaps you could point me towards someone else e2, or dupe (that works) that I could use.

  34. Post #754
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,176 Posts
    I want a mech chip! Something that is not to hard to use and incorporates mouse aimed turret/arms that can aim through a enclosed cockpit. I know that there are mech chips out there but they are hard to find, broken, or their creators do not want to let others use them. If you do not want to make one for me perhaps you could point me towards someone else e2, or dupe (that works) that I could use.
    http://www.facepunch.com/showthread.php?t=834005
    http://www.garrysmod.org/downloads/?a=view&id=81850

  35. Post #755
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,176 Posts
    -fixed-

  36. Post #756
    "I Have a title, am I cool now?"
    AdamCar00's Avatar
    January 2012
    141 Posts
    Someone make a pet snowman

  37. Post #757

  38. Post #758
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,176 Posts
    Hrrrm those links don't seem to go anywhere.
    Garrysmod seems to be down. I don't know why the facepunch page isn't loading.
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  39. Post #759
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,176 Posts
    Another problem because I'm an idiot and forgot most of my trigonometry


    Code:
    @name Lightsaber
    @inputs Saber1:entity Saber2:entity
    @outputs A
    @persist 
    @trigger 
    
    interval(10)
    A = A+1
    
    Saber1:setPos(owner():pos() + vec(sin(A)*100,cos(A)*100,owner():height()/2))
    Saber1:setAng((owner():pos()+(owner():height()/2)-Saber1:pos()):toAngle())
    
    Saber2:setPos(owner():pos() + vec(sin(A)*100,cos(A)*100,owner():height()/2))
    Saber2:setAng((owner():pos()+(owner():height()/2)-Saber2:pos()):toAngle())
    What I'm doing is trying to make it so that saber2 floats parallel to saber1, but I don't know how the hell it works

    for example
    if I use sin and cos(A*2)*100, it makes it fly twice as far than me
    if I use sin and cos(A)*200, it makes it fly twice as fast than me

    how the hell do I make it have a better starting position?

  40. Post #760

    July 2013
    2 Posts
    I'm Looking For A Hopping Turtle. With Apply Force.