99%? working rotation

Discussion in 'Halo and Forge Discussion' started by Neo Hybodus, Feb 5, 2016.

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  1. Neo Hybodus

    Neo Hybodus Legendary

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    http://xboxdvr.com/gamer/Neo Hybodus/video/14514454

    This is a vid I was making last night about some discussions here on Forgehub around scripting rotation. A big shout out to Yumadas Beegbut who came up with some really good ideas I borrowed and extended. I was going to add a voice-over, but don't have the time. the script details are in there.

    You can see these scripts in action on my Windmill and Juicer maps.

    Here are some tips to getting it just right:
    • "Crank" (cylinder) and "bushing" (welded rings) sizes should marry up tightly.
    • Make sure crank only rotates on 1 axis.
    • Leave the crank on phased physics while the bushing is on normal.
    • Do not make any adjustments while the script is running.
    • Do not allow the script to start running unless everything is in perfect alignment.
    • Horizontal items seem to work better at slow RPM while verticals work better at fast RPM.
    • There is usually glitch or two when starting up, but this always seems to self resolve once it is up to speed (in my testing, it was fine before the 13 second intro animation was over!)

    GT = Neo Hybodus / Maps = Juicer and Windmill

    More detail: http://www.forgehub.com/threads/halo-5-script-rotation-progress-ferris-wheel.150473/
     
    #1 Neo Hybodus, Feb 5, 2016
    Last edited: Feb 5, 2016
  2. Red Paint

    Red Paint Legendary

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    Great job, looks very useful.
     
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  3. cookies4you

    cookies4you Halo 3 Era
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    That good sir, is some fine Halo Science you've got going there.
     
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  4. FrostPhoenix0

    FrostPhoenix0 Mythic
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    Glorious. Do the cylinder and rings have to be in contact?
     
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  5. Neo Hybodus

    Neo Hybodus Legendary

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    Yes, but you could probably weld things to the rings that are not in contact with it.
     

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