Now with all this logic, someone COULD make Doom in trailmaker
@CuteCatCute623142 күн бұрын
Probably
@zoodax_40162 күн бұрын
I mean all you ever needed was a and a not, nor alone also works
@ziyanali33892 күн бұрын
Do it
@T_rev-ud7zb2 күн бұрын
@@zoodax_4016only needs nand
@kuntalsaha39902 күн бұрын
you dont need advance math logic for that
@crayder11002 күн бұрын
Raw number outputs is the best part about this update. The aiming servo is cool, but so many logic people have waited for raw number stuff for a long time. This opens the door for so many opportunities.
@EmptyGuiwix2 күн бұрын
FINALLY WE ARE ABLE TO DO THINGS WITH VARIABLES!!!!! DUDE I LITERALLY HAVE STOPPED PLAYING TRAILMAKERS SINCE I REALIZED PLASMA HAD SIMILAR MECHANICS BUT ALLOWED RAW NUMBERS BUT IM SO WXITED FUSIOSJSJFEIWIAJSNCNVRIEIAOAOIFN THIS IS AMAZING UPDTAE I LOEVE THEIS
@EmptyGuiwix2 күн бұрын
STABILIZERS ARE SO EASY NOW- which is also kind of disappointing but OH MY GOD THIS IS SO AMAZING
@crayder11002 күн бұрын
@@EmptyGuiwix Custom stabilizers, accurate autonomous vehicles, real kinematics for mechs... So much stuff we can do now. Too many ideas. For some reason the first thing I want to do is make an advanced IK arm.
@ujocdod2 күн бұрын
Now we need to be able to connect multiple inputs to each block, one for every settings slider! Then you would be able to control both angle and stiffness for hinges, IDK why but it seems helpful.
@crayder11002 күн бұрын
@@ujocdod Yes, that would be amazing. Then all we would need to make clutch and transmission would be a strength and speed setting on engines.
@jurare892 күн бұрын
with the RNG-block, i immediately have to think about a race, where your brakes get randomly engaged. The funny thing about this: you can now also randomize the randomness. This would require some sort of "timer" (which i´m sure that is possible with the logic we have) that will trigger the RNG-block, and logic that only sends an output if the number exceeds a certain threshold to the brakes. So for example: - If the random number that is being sent (on a scale from 0 to 100) is above 50, the brakes get engaged for X amount of time (depending on how responsive the braking system is). - or, you go more extreme, and randomize the range as well. so every time the first randomizer sends an output, it changes the range of when the brakes get engaged, while the second randomizer is what actually engages the brakes, leading to potentially even more inconsistent braking. other ideas that could potentially done with RNG: - randomly engaging strong thrust, to create unexpected and unpredictable acceleration, leading to more chaos (works best on cars). - randomly engaging/disengaging weaponry on any kind of vehicle - randomly adding/removing lift from airplanes (by changing the angle of the wings for example), even more effective if both sides are on a different rng-block - randomly changing buoyancy on ships/submarines/blimps (probably a bad idea if it goes too low) ideas with the new setting on the speed-sensor: - limiting boost up to a certain speed threshold - engaging/disengaging weaponry above/below a certain speed threshold Ideas with the altitude-sensor: - engage different weaponry at certain height-thresholds - combine above with multi-environment vehicles (submarine/hovercraft or ship/plane)
@jignasavaliya75752 күн бұрын
Bro just kept on yapping tho, but still good idea
@azhdahafn2 күн бұрын
i hope scrapman does this and develops it into something like detatchable bloccks planes or buoyancy losing boats
@blazingblast2 күн бұрын
A timer could be made by subtracting 1 until it becomes negative, and then sending a pulse
@jurare892 күн бұрын
@@blazingblast that could work. but it would also require to then reset after triggering (but i guess you could just loop it into another gate that adds back the "countdown" value from which it subtracts into itself)... i think, i´m not that good with logic^^
@Pystro2 күн бұрын
Your altitude and speed sensor ideas were already possible in the old version. However, you now can make a system where you get more boost the lower you fly. Or where you get more or less lift if you fly fast. This could lead to a "risky race": You get more boost the lower you fly, and you get less authority on your pitch, yaw and roll control surfaces the faster you go. Meaning the safest option is to fly high and slow, but to win you want to fly low and fast (putting you right above the terrain with a low amount of control.
@marluna_x2 күн бұрын
If there happens to be a Dev in the comments reading this, I cannot thank you enough for this update! A month ago, I wanted to build something with logic, but eventually gave up. Now, it's almost like you saw my struggles, because literally every roadblock is now gone, everything! Thank you so much!!
@janiceinnocenti8862 күн бұрын
Now people that don't go to school are going to have trouble in trailmakers and now all the nerds are going to be the top fighters lol.
@nightjarproductions2 күн бұрын
Time to rise
@jacplac972 күн бұрын
That calls for a turret fighter PvP challenge. To be clear, I'm talking about the rare breed of fighter planes, that have no forward-mounted guns, and rely exclusively on a turret gunner. For reference, look up Boulton Paul Defiant.
@T_rev-ud7zb2 күн бұрын
The only time it got kill was when it was mistaken for a spitfire and a 109 stated tailing it
@jacplac972 күн бұрын
@T_rev-ud7zb Putting it on the same air-to-air kill score, as B-52
@anteshell2 күн бұрын
I think the time to kill in this game is way too low for everybody using it, especially if accompanied with the weapon block auto-aim. But something like one defending turret and multiple people attacking it with non-mouse aimed weapons could work well. Also, by disabling the weapon auto-aim it could work too.
@jacplac972 күн бұрын
@anteshell Disabling auto-aim is a must for this.
@gloriouslumi2 күн бұрын
"Why does this go up and left instead of straight?" Ah, Quaternion Rotation, my friend
@LautaroLosio2 күн бұрын
Those who know 💀
@christianmaoudis41752 күн бұрын
😥gives me the sweats in any engine
@crayder11002 күн бұрын
@@gloriouslumi well, really "quaternion rotation" is the good part. The absence of some sort of variable dampening between the axis is what makes it not move in a straight line while they rotate. With some math applied, you could make it move in a straight line.
@ideallyyoursКүн бұрын
I don't think this is correct. It goes up and left because BOTH of the joints are trying to swivel simultaneously in order to lookat the goal position. For the joint connected directly to the gun, the "least rotation" initially starts as a 180degree value, but as the bottom joint swivels that changes to be
@crayder1100Күн бұрын
@@ideallyyours It's not correct, and now it's up to 62 likes lol. The issue is entirely to do with how fast each servo rotates, individually, versus each other. If their speeds were scaled with the distance they were moving it could be fine. To prevent the "flipping" they would also need to be aware of each other.
@qellman2 күн бұрын
For aiming, it appears to center around the seat. So you might have to center the aiming to the seat in your creation. You can also use a camera block near the center of the turret.
@aristidegallard2 күн бұрын
if you want better aiming, you could use the camera block to have your camera near your weapons. It will reduce the difference between the cross and the bullet
@35manning2 күн бұрын
But how will that work with mouse aim? My guess is, if the camera is mounted on the gun and thus moves with it, it will be like the old school mouse steering where moving the mouse a little bit applies a slow constant movement and moving it a lot moves faster. But you need to return to centre to stop moving. Could be an interesting concept to use that for say flight controls or vehicle steering.
@cyanide_stew2 күн бұрын
@@35manning You can increase the fov on the camera and move around
@35manning2 күн бұрын
@cyanide_stew read my comment again. If the camera is mounted to a fixed body next to the pivot, the pivot will follow the camera view as you pan around. If the camera is mounted to the MOVING pivot and you pan around, the camera also moves and so will chase your view but never actually gaining ground.
@cyanide_stew23 сағат бұрын
@@35manning camera should me mounted TO THE PIVOT and increase the fov of the cam
@nihl29512 күн бұрын
Hi Scrap, no video request today, I just wanna say thanks for doing all this hard work to get videos out to us. Being able to open up KZbin and find one of your videos is such a comfort, love you dude
@ricdinchirock36252 күн бұрын
Okay, hear me out: a turret that automatically leads its shots on a moving target by using the distance to the target combined with the speed and direction that it's turning.
@Rocket-doof2 күн бұрын
the game already does that though
@marluna_x2 күн бұрын
Bullet trajectory calculations are very very complicated, so it would be hard with the latency of logic...
@beaclaster2 күн бұрын
basically how ballistics computer works you set the range (now automatically by radar) and it reads your movement to calculate where the bullets will be on that range
@35manning2 күн бұрын
Umm, this is Scrapman. Somehow I don't think he'll be able to do it... (Would be cool to see him try).
@galacticdragon98412 күн бұрын
because bullets don’t have drag and some don’t have drop, all you need to do is have the turret move a certain angle ahead of where you are rotating the turret proportional to the speed at which you are rotating the turret. This is because if you have one bullet speed and your target is going a constant speed, you basically have a triangle of relative speeds, and so scaling the triangle doesn’t change the angle it is just proportional to the rate of angular rotation. And adding a time variable to the rotation doesn’t change the math of it.
@nehajain67412 күн бұрын
I really REALLY love the editors style and info notes
@lordsrednuas2 күн бұрын
That moment when you're trying to think of how you'd describe how to explain "Input defines Range" without saying "the input values define the Range" because that apparently isn't clear enough.
@pocarski2 күн бұрын
Yeah that's clear, but how does the actual RNG aspect play into this? When Scrap was putting in -1/1 you'd expect him to get random numbers between -1 and 1, and not just the direct output. The other interactions don't make a lot of sense either, like how the RNG breaks when one of the ranges is set to 0
@MoabNoab2 күн бұрын
@@pocarskido you think what was happening, was only one of the 2 values were being sent at a time? Like if it just received 1, then it only has 1 as it's range. Making the output just 1, but maybe if it had 2 inputs at once, the range would be between those 2.
@coreymorse13472 күн бұрын
@@pocarski I think it's randomly choosing one of the inputs to be the output value rather than being any number that falls between all the inputs. But then it's breaking because his other setting weren't allowing any of the inputs to be chosen. So if the other setting are right and you gave it inputs of 1, 5, 7, and 8 the output would be 1, 5, 7, or 8 rather than any number between 1-8.
@alexandretherrien12342 күн бұрын
How I would describe it: It takes all the inputs that the block is receiving at any moment and it gives a random value that is between the maximum input and the minimum input that it's receiving. (When scrapman was testing it, the only input was either 1 or -1 so the block was outputting a random value between [1 and 1] when the input was 1 and [-1 and -1] when the input was -1.
@35manning2 күн бұрын
Definitely in my opinion, if you only input a single value and it's expecting / requiring two or more values, it won't work correctly. Try inputting two values. What I'm curious is will the range constantly vary, or just change when the ranges change.
@est.daddademartini.nahuel2 күн бұрын
13:16 a 1v1 were you have one of all the weapons in the game in your build and the dice decides which one to shot or equip that is up to you
@JustaBrokenKid2 күн бұрын
The new logic will make logic heavy builds easier to create. I can think of multiple builds that might now be possible. 1. I'm not certain how logic gates interact with each other when disconnected from the main build, but I envision a creation such as a system where you fire a missile at an out of view target, and "satellites" triangulate to guide the missile. 2. Using random functions makes builds such as your flak cannon much easier. Now instead of needing to fire the projectiles with magnets to get a random spread, you can simply activate the thrusters, then wait a random amount of time before releasing the projectile. 3. Now it may be possible to keep multiple disconnected builds in line with each other. For example, if I want to make a drone formation, I can use a servo to rotate two sensors so they are always pointing towards the other part of the build. Then use an angle sensor to detect when the sensor is rotated and input that into a sin function. the sin function will output a numerical value which can then be inverted and used as input for a thruster. This will functionally keep two builds level. 4. Making better emps. In many of your max complexity videos, the emps need to be offset, else they will all impact the same shield and be ineffective. The problem is this offset is predictable, and for example in your max complexity boat video, the emps will fire in a straight line that is easy to avoid with faster creations. Now instead of offsetting each emp from the previous one, you can input a command into a separate random delay and the line of emps will no longer fire in a predictable formation. There are definitely other things to do with the new logic, these are just some of the things I could think of off the top of my head.
@ethangames51892 күн бұрын
The idea of trigonometry in trailmakers is enough of a breakthrough on its own
@sanstheskele-bro61022 күн бұрын
I'm so excited to try these out when I get home!
@AverageHaloBozo2 күн бұрын
I believe this is in the test branch still, idk tho.
@sanstheskele-bro61022 күн бұрын
@AverageHaloBozo oh, dang
@synthetic_ivy2 күн бұрын
the update releases to the public on the 5th of december
@benfletcher81002 күн бұрын
The new map looks sick! I still really want a big city map though
@v1ncefan1542 күн бұрын
They’re gonna add a single tower in that map, then these people with planes and missiles are gonna fly to recreate a specific day in American history
@benfletcher81002 күн бұрын
@ Yeah, you make a good point. We can’t have anything nice these days
@beaclaster2 күн бұрын
@@v1ncefan154single?
@GoodboiN2 күн бұрын
@@benfletcher8100is your pfp northstar from titanfall 2!?
@benfletcher81002 күн бұрын
@@beaclaster I think he was highlighting how simple people can be
@Local.Hitman20x2 күн бұрын
**your gonna have to make mario kart with that randomizer!!!**
@Local.Hitman20x2 күн бұрын
with a block spawner or something
@kaigmerritt-zp8qx2 күн бұрын
You should try to make a machine that shoots a tnt and an ancher block so it sticks to the opponent 😂 for a twist. Add a shield bubble to the projectile and make it small so the opponent can't shoot it out or the air😂
@ClaytonBrownMusicOfficial2 күн бұрын
Scrapman has done sticky mines twice, in fact; I do wonder about the efficacy of shielded projectiles, however. 🤔
@kaigmerritt-zp8qx2 күн бұрын
@ClaytonBrownMusicOfficial yeah but I don't think he's made any shooting TNT that go far has he haha
@beaclaster2 күн бұрын
@@kaigmerritt-zp8qxif you'd count bombs from the bombays he had
@marluna_x2 күн бұрын
Thanks to the editor for explaining each function of the function block!
@diceydino97982 күн бұрын
You could try a camouflage challenge. You make your own vehicles like planes, tanks, maybe both and use decals to camouflage them according to the environment. So you could have an air to ground challenge, air to air, air to sea, etc.
@secretmeister2 күн бұрын
14:50 im geussing Inptu defines Range means it requires multiple inputs, and then the lowest and highest define a new range for the output
@salmonbamminfish2925Күн бұрын
Yeah that or something similar is what I was thinking too
@deathvai3642 күн бұрын
I think that “Input defines range” means that it would take your inputs and make those the new range values. Just speculation as i haven’t tested it but that is what i think it would mean
@GummieI2 күн бұрын
Yeah I was thinking the same, and thus since he was just using a seat signal, it would just be 1 always, so you would have to have an actual number input from something else first, that doesn't send a binary signal only
@Dominator_02112 күн бұрын
You could use that maximum for stuff like the challenge where you guys had to stay above a certain speed. You could make basically a cube of speed sensors in the center of your vehicles and have the maximum gate detect every sensor to see if you’re traveling over a certain speed in any direction.
@EmptyGuiwix2 күн бұрын
I do a lot of gimbal making, and stable build making, and this is so useful. Just having tangents and being able to have exponential numbers is SO NICE
@JayavimRepublic2 күн бұрын
With this update you could make tanks that work like War Thunder
@paramdandekar562Күн бұрын
First of all kudos to your editor, man, they're the best! Second, as a control engineering student, all those logic blocks are REALLY making me want to finally get Trailmakers!
@mach54062 күн бұрын
Random values block was my feedback to them, long ago, and great to see they have done it. This block will be super useful with multiplayer competitions.
@ChickenJoe_YT2 күн бұрын
I think the input defines range mode is how many inputs define how big the range is. You had 1 input therefore a random range from 1 to -1. Depending if it is a positive or negative range will determine the need for positive or negative input.
@draysoncrook4898Күн бұрын
LASER RANGEFINDER they need to increase the range in the sensor
@FreeRojava2025Күн бұрын
I agree. You could make functioning radars, laser rangefinders as you say, ballistic computers, guided ordnance and so much more if they would just increase its range to like 1000 m
@sprained52 күн бұрын
I love how Scrapman has an engineering approach to making creations and his approach to truly understanding the limits of the parts. That is combined with the editor who either knows or takes the time to research mathematical and scientific principles and understandably displays them. Together they have a solid engineering view of games
@remor6982 күн бұрын
I believe what's happening with the randomizer's "Input defines Range" setting is that because you are only using a signle, manual input directly, it can only use the manual input signal's value, range undefined because it is only receiving an input of a single value, 1 or -1. To make this setting work correctly, you'd need at least two different inputs going into the randomizer and then I guess it would take the most extreme values put in as the ranges for an output that works like the "Output on Input" setting, constantly cycling random values that land in between the values of all inputs. Thinking about it, another option might be nice here that would make the randomizer output a value randomly selected from the input values, so you can do something like an elimination wheel of fortune, where it gets to pick between 1-4, then the creation literally ejects the picked number, eliminating the associated logic, leaving only something like a 1, 3, 4 selection that is automatically rebalanced to an even 33% chance for each option rather than having to reroll if the result lands on a 2 again due to it being in the range between 1 and 4.
@ChronoDefenderКүн бұрын
My thought on the "Input defines range" is that being bound to a raw key (on/off | 1/0) would mean then with a key input it would only yield a 1 or -1. However, if you were to attach the input to something else, like an Accumulator, I think that it would actually create a variance, as the output is more than just -1/0/1, or -on/off/+on.
@Adrian-32 күн бұрын
Now you can perfectly orbit that one planet using the gravity sensor and it's output
@nomurLethalmud2 күн бұрын
now build a walker where the legs are controlled by aiming servos
@the_avrage_gamer_king2 күн бұрын
You stole my idea, I’m planning on making a mini game where you have to work with people to walk to a specific location
@ShaderoxКүн бұрын
The first thought was using the randomizer block for multiplayer, where everyone builds somehting that has similar top speed, but the random number block is hooked up to the engine so you don't know how much % of that top speed you can reach at any point. Then have the block retrigger the random number by either time or distance. Another idea is if it's possible to hook up a logic block that only activate within specific ranges (like say 40-44), and then have a lot of those (possibly on a plane?) hooked up to detatchable blocks for important parts, where the more important things have a smaller range (hence a smaller risk of getting triggered), and then again, have a random number generator occasionally spit out random numbers, triggering the logic/detachment if the number is within the remaining parts number range... it works a bit like a self-balancing in a battle too since the fewer parts you have left the less risk the random number will be one of them
@Phlarx2 күн бұрын
I think "input defines range" requires multiple inputs, like the summation block. And then it will produce a random number between the lowest and highest input. With your one input, it was only producing "1", because the min and max were both "1", for example. Any inputs outside the block's configured limits seem to be ignored, which is why you didn't see any effect on the output when both limits were above 1 or below -1.
@steeljawXКүн бұрын
The reticles are more than likely fine tuned to work if they're facing in one static direction. Since they're now dynamic and are trying to hit where the camera is pointed, that kind of makes the reticle a bit moot. It's like having a scope in a certain unnamed He*ldivers II game be off. You'll always shoot middle of screen, not at the reticle point. I think that's what's going on with the reticles being off. They're only out to so far a distance and that's helpful at all angles from a static position, not a dynamic one. As far as the guns trying to move up when traveling 180 around, it's not a glitch, more of a battle of priorities. You've flipped your aim completely around for both yaw and pitch, however both gimble sets are reacting to it in the same manner. "We've got to point that direction at the set speed." So even though the yaw gimble makes sense, the pitch gimble attempts to rotate the guns up and over because that would accomplish the same thing as the yaw gimble does if the yaw gimble wasn't there. There's no current priority system of "This action is more sensible than this one," so both happen at the same time. The only reason why the pitch gimbles don't get all the way vertical is because by the time they reach a certain elevation the yaw gimble has made it around so far that the pitch gimbles have "decided" the fasted path to where they need to be pointed is no longer up and over, but is down. Because the yaw gimble always has to point towards the bearing you're camera is looking at, it will always end up resolving first.
@CTag812 күн бұрын
You can have a different setting for left and right angle so the turret doesn't collide with the build it is on.
@FalseSun-j6f2 күн бұрын
Suggestion: (Day 3): Swimming tanks
@Kasra-n7x2 күн бұрын
I can do my homework with trailmakers now
@Omega-cy6fs2 күн бұрын
Do a Dogfight but the amount of Pitch is Random: When you try to pitch up the amount you pitch up will be constant but random for the duration of the pitching.
@bloodwolf72 күн бұрын
The measurements thing woild be good for an automatic car: 1. you have 2 measurements sensor, one left one right at max distance. 2. You have a logic gate to subtract the value, if they are both at the same distance from the walls you do nothing. 3. If one of them is not at the same distance you turn the car until they are. This way you wouldn't have to follow one of the side you could just follow the "middle" If the road isn't bigger then 100m (your range, 50 left 50 right) it wouldn't get stuck on some sections where if your car turned too much it would go head first in a wall and stop.
@erayefe979517 сағат бұрын
the define range action is used for ,well defining range,for example; you input first -3, then 12 , it SHOULD gice you a number between -3 and 12. not sure either
@johncage536814 сағат бұрын
Aggregate Block: Finally! Hallelujah! With that the number logic introduced recently suddenly becomes very usable. Distance sensor: Nice! A big step forward towards reasonable target tracking.
@a_lexine2 күн бұрын
6:20 the two servos are working independently of each other instead of together, so while the horizontal servo is trying to aim correctly left, the vertical servo still tries to get to the point closest to your aim even if it has no axis that allows it to do so, causing it to just go up since that's "closest" when you're completely out of its range of motion
@DIPERION12 күн бұрын
Missiles trucks but the missiles randomly launch pvp
@wingdinggaster67375 сағат бұрын
6:30 The reason they go up then over is because I think they are partly linked. If one set of servos are turning (the bottom set), any as of yet triggered set of servos also tries to turn
@Pyroscity2 күн бұрын
8:08 looks like scrap mechanic
@ACurlyFrie2 күн бұрын
It does lol
@tematist8673Күн бұрын
7:56 Ahh, finally, the Scrap Mechanic update in Trailmakers
@winged_destro2 күн бұрын
day 9 of Suggesting 2v2 or free for all "realistic" tank battle. By realistic, i mean the only allowed camera angles would be first person and via camera blocks (to represent vision ports and whatnot on a tank), and tank steering would be required. the rest of it would be up to the builder (turreted or casemate, etc)
@BenMeyer-t3f11 сағат бұрын
imagine building functional B-17 bro
@Natcho-gp1lt9 сағат бұрын
Have a Dogfight (or something else) and every time someone wants to shot they essentially roll a dice (with the randomizer) and if they are lucky they can shot, and if not they cant
@Havoc-fyw2 күн бұрын
Hi scrapman. Day 28 of asking you to make a gyro free stol plane (short takeoff and landing) or a bush plane and try to get the shortest takeoff and landing you can (in trailmakers)
@jackiboy0.22 күн бұрын
bro this idea is great!
@Havoc-fyw2 күн бұрын
Thank you! @@jackiboy0.2
@Bakugothekatsuki2 күн бұрын
For input defines range what I think it means is that if there is 1 input it the range will be 1 and if there were 10 the range would be 10 (but that’s just a hypothesis)
@ShadowMann20002 күн бұрын
It mean that if a logic block inputs a number like 10 then the range of the randomizer can choose a random number between the positive and the negative of the input this case between -10 and 10 if input is 100 then the range is -100 to 100
@Bakugothekatsuki2 күн бұрын
@ ah alright
@mohammadnazriabdsamad82862 күн бұрын
7:56 that familiar Scrap Mechanic staple: blue spaghetti!
@9BaT2 күн бұрын
“VIDEO IDEA with the randomizer” have a dogfight/battle with randomized controls from the logic block
@Aymon8252 күн бұрын
This map would go crazy in VTOL VR PVP someone pleaseee make this happen 🙏🙏🙏
@Redinator2 күн бұрын
14:00 that could be a great random number to pick who goes first in a challenge. Push a button that can only be held for a max of .1 seconds that cycles for 3 seconds and the person with the highest number goes first or last. Players determine the highest number possible out of starting with 0.
@Eg.6012 күн бұрын
This is going to be absolutely game changing, probably one of the games best updates to date
@impegra2 күн бұрын
Mouse controlled plane would be interesting
@drive_66652 күн бұрын
I love how active the devs are in this game, so many updates with lots of cool stuff
@Gustous222 күн бұрын
Make a vehicle that can go supersonic in every terrain (even glitching underground)😊
@Nolin-Kumar2 күн бұрын
anyone else see what they did there? Great Carrier Reef haha 😂 For those who don't know: Reference to the Great Barrier Reef off the coast of Australia and the world's largest coral Reef system.
@duskblau4862 күн бұрын
1.9(.5) PVP update sounds a bit familiar... Nah, no game has ever had a 1.9 PVP update before!
@Sanji-q3pКүн бұрын
Hmm I yearn for the answer
@sheri95162 күн бұрын
17:36 I guess it means that the output would be what is provided to that block as an input, like the output of normal logic hate is 1 or -1 so it displays the same as output. But I bet, if we connect an accumulator with an output value greater than one, that value would be copied onto the output of 'input defines range' mode. I really hope y'all understand what I mean 😂……🙏🏻🥺
@Woolfio2 күн бұрын
Finally they added lines to see what is receiving input. Cannot believe it took so long.
@MarginallyAddicted2 күн бұрын
These new servos look awesome! Do they work when detached from the build (I'm thinking about missiles). Can you give this a test?
@dcguy67-k3c2 күн бұрын
I believe the "Input defines range mode for the randomizer makes it so that if you have a block going into the randomizer, say an accumulator, the range of the randomizer will default to the range of the accumulator, hope this makes sense. :D
@redwood69232 күн бұрын
For the random randomizer block. You have all the types of weapons and depending on the range of numbers for that weapon the block lands on that person can only use that weapon for that round
@flightingfalcon47832 күн бұрын
What is that eldritch horror at 10:00 😧 *shivers me timbers* Anyway great vid, really excited for this update
@mightygreen33642 күн бұрын
7:00 Pretty sure it goes up and sideways because both servos try to reach the position independently, and for the up down servo, that means rotating 180 degrees, untill the left/right servo has turned around enough
@Mr_Fists2 күн бұрын
Input defines range is not working correctly because the seat can only out put from 1 to -1, but the randomizer can only out put whole numbers, so you are pretty much forcing it to pick either 1 or -1, and because of that, it picks the farthest thing it can, which would be 1 or -1. Sorry if this was too complicated, I tried my best to make it simple.
@ForgedInKaos2 күн бұрын
That ScrapRocket is single-handedly the most used build in Trailmakers.
@Sub-blox_BombCr2 күн бұрын
This will make bomber turrets better to control. I can hear, feel and smell the Design people going to make a b-17 already.
@-aid40842 күн бұрын
I'm so glad they are adding right click as a keybind, no need to use a controller to convert it anymore!
@alphageddon24812 күн бұрын
awesome work editor, really added lots of useful info to make the logic make a lot of sense!
@gefaltКүн бұрын
- Change, + Output can be used for something like a plane with 5 different weapons and you randomly get one of the weapons every time you swap
@TopatTom2 күн бұрын
I didnt expect to learn with Scrap! I have truly seen everything
@WildWallaceMusicКүн бұрын
Idea: Random numbers correlates to weapons on your vehicle, they cycle every 5-10 seconds. Or create planes/cars and it cycles every 30 seconds so you don’t know if your gonna be dog fighting or land to sky or both land
@RomitHeerani2 күн бұрын
Distance sensor with the absolute output will be great for self driving car, you can make it either center you between both borders or see if the distance sensor can detect the ridge on the track that you were hitting and center using that
@NukerMunkyGames2 күн бұрын
The Function block could potentially allow you to make something like a cannon that can perfectly compensate for elevation and windage on any moving target, from an also moving platform, as long as the target is within the game's draw distance. I remember using a similar tool in Gmod+Gcombat to make a really overpowered SPAA tank that had 2x 4x 30mm Chainguns. Although, you'd also need something like a laser rangefinder to make it work in Trailmakers, and idk if that game has something like that. Super excited though, i've wanted to get Trailmakers forever but have been holding off due to the lack of logic gates capable of enabling mouse-aimed vehicle weapons, or in-built mouse-aimable vehicle weapons; Now that it's a feature? I'm pretty sure i'm gonna buy the Ultimate Edition of this game as soon as i finish this video, lol.
@YanalFanio2 күн бұрын
Loved every moment of this upload! You crushed it!
@codyfry31152 күн бұрын
A idea I had as soon as I saw the new range logic and aiming system is a RangeFinder. You'll probably need to test affective weapon range as well as projectile range for the Reticle.
@sampletext.2 күн бұрын
RMB BEEING MAPPABLE IS THE BEST THING IN THIS UPDATE!!!!!
@ala55302 күн бұрын
pvp battle (air, land, sea surface, doesn't really matter), each vehicle has no more than 2-3 of each weapon, but when you try to fire, the weapon that activates is randomly determined.
@orimilegov40462 күн бұрын
If you would put the seat on the moving part of the aiming servos, the redicles would align with where you actually would shoot. That is also the way i built camera controlled turrets in scrap mechanic.
@xc5tnc148Күн бұрын
Using the angle sensor with the randomizer block on the negative output positive randomize thing and hooked to a dynamite set on - or + could make for interesting random explosion thing could add other parameters like speed or height
@nekowknightКүн бұрын
So who's ready for "micro mouse" racing. It's about building robots that can race through a maze(in trail makers it's race tracks) at top speeds. Basically a self-driving vehicle.
@alexanderrobinson23352 күн бұрын
Will be awesome to have a multiplayer red carrier versus blue carrier. Build some sort of structure or something and then launch rockets at each other. Could make it more varied with one player on your team being allowed to play as air defence and shoot down incoming
@redstonewolfx14 сағат бұрын
The turrets drift up when you turn because they don’t know you have Y-axis motion and are trying to angle as close to the cursor as possible. When you did a 180, they were probably attempting to flip upside down
@neo_84752 күн бұрын
with these function blocks and the other logic added i think it would be cool to see scrapman revisit the idea of artillery missiles, with like automatic trajectory or even for moving targets
@redtalonxsКүн бұрын
war thunder players are fuming to the mouth for the aiming servos
@plasticfrankКүн бұрын
How is Trailmakers so consistently better at being Robocraft than Robocraft?
@Moetastic2 күн бұрын
You know what, a race where if you slow down past a defined speed, theres a random chance you explode or do something unexpected, and you & opponents have dispensers of some sort to try and slow each other down. Or you could make a dice rolling game using logic, where you get a random whole number from 1 to 20 as if you are rolling a d20 (random number + ceiling) and if you or your opponent get a 20 value, something happens.
@Entarra2 күн бұрын
The new "raw" values are neat, hope that means more automated race videos in the future since you'd have so much finer control over the steering now.
@prajwalnaik59902 күн бұрын
What happens when you put a camera on the aiming servo???
@mattyates36592 күн бұрын
With the new logic you could do some multiplayer challenges that require certain inputs from 2 players in a single vehicle. So you and your teammate have to work together to active certain things etc. Not exactly sure where I'm going with this but I'm sure someone could find a use or fun game with it!
@starless46932 күн бұрын
I love the editor’s math notes on screen!
@foreveruknown48992 күн бұрын
ngl something like having a few vehicles with 3 different types of propulsion, and 3 different weapons, all activated at random using the logic, all battling eachother, would be pretty cool