Oh I'm excited to watch this! 2mins in and already I can tell the professional approach. Last time it touched LUA (well any code/script) was 15 years ago in Garrys Mod. Kinda got into FtD again and somehow I'm obsessed with the pain of making melee crafts effective...
Appreciate the attempt, but "don't be intimidated, I have 10 years of experience doing this" does nothing to make lua coding seem less overwhelming to someone with no coding experience other than writing some basic scripts to start games back in the the DOS days. Conversely, your handy step by step LUA programming guide was great. Coincidentally, I am actually an English major, which made that prediction less accurate, but the video a lot more amusing to me. 9/10; would watch again. Would sub but have been subbed for many moons already.
I was just trolling at the beginning of the video. Years or experience doesn’t necessarily make you good at something anyway, the average driver proves that you can do something most of your life and spend the whole time getting worse at it.
I love doing stuff with more aesthetic flair. I wonder if it would be possible to make it act more so like a Javelin or other top-attack missiles where it'll flies top down like as shown but right before it hits, it explodes and it fires a submunition (cluster in FtD) of a "copper slug". I think it would just look cool; not necessarily work any better.
As a software developer myself, I am incredibly disappointed that you completely forgot to instruct your viewers to get some coffee before starting to code. It is literally impossible to write good code without at least half a pot of coffee coursing through your system.
Im trying to make a missile similar to yours. Only that it is fired from a ship and sea skims until it is about 500 meters away from target, then it "Jumps" by angling upwards to get an angle from the top and dives down to target. Ive had some mixed results, as the missiles seem to stop working during the diving phase. I figured someone like you would be able to help me with this. Here is my code function Update(I) for t = 0, I:GetLuaTransceiverCount() -1 do for m = 0, I:GetLuaControlledMissileCount(t) -1 do MissilePos = I:GetLuaControlledMissileInfo(t,m).Position MissileSped = Vector3.Magnitude(I:GetLuaControlledMissileInfo(t, m).Velocity) TargetPosition = I:GetTargetInfo(0,0).AimPointPosition TargetDistance = Vector3.Distance(TargetPosition, MissilePos) TargetVelocity = I:GetTargetInfo(0,0).Velocity TargetVector= Vector3.Normalize(TargetPosition - MissilePos) RelativeSpeed = MissileSped - Vector3.Dot(TargetVector, TargetVelocity) prediction = TargetVelocity*TargetDistance/RelativeSpeed Point = TargetPosition + prediction I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y, Point.z) if TargetDistance < 600 then I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y + 500, Point.z) if MissilePos.y > 150 then I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y - 500, Point.z) end end if TargetDistance < 250 then I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y, Point.z) end end end end Sorry for the messy code. Im quite new to this
Oh I'm excited to watch this! 2mins in and already I can tell the professional approach. Last time it touched LUA (well any code/script) was 15 years ago in Garrys Mod. Kinda got into FtD again and somehow I'm obsessed with the pain of making melee crafts effective...
Appreciate the attempt, but "don't be intimidated, I have 10 years of experience doing this" does nothing to make lua coding seem less overwhelming to someone with no coding experience other than writing some basic scripts to start games back in the the DOS days. Conversely, your handy step by step LUA programming guide was great. Coincidentally, I am actually an English major, which made that prediction less accurate, but the video a lot more amusing to me. 9/10; would watch again. Would sub but have been subbed for many moons already.
I was just trolling at the beginning of the video. Years or experience doesn’t necessarily make you good at something anyway, the average driver proves that you can do something most of your life and spend the whole time getting worse at it.
Solid video. More videos like this.
I love doing stuff with more aesthetic flair. I wonder if it would be possible to make it act more so like a Javelin or other top-attack missiles where it'll flies top down like as shown but right before it hits, it explodes and it fires a submunition (cluster in FtD) of a "copper slug". I think it would just look cool; not necessarily work any better.
I was laughing so loud until the word pad part... then I sh*t myself laughing...
I really needed that laugh. Thank You!
I appreciate your choice of Lt Hawkeye, I'm more partial to Judith from Tales of Vesperia.
Surely this needed a tangent about dual-booting into Arch Linux and doing all the lua in vim or emacs
✨ Promo*SM
Copying other people's code really show your 10 years of experience lol
No AI will ever be able to do my job as reluctantly as I can.
As a software developer myself, I am incredibly disappointed that you completely forgot to instruct your viewers to get some coffee before starting to code. It is literally impossible to write good code without at least half a pot of coffee coursing through your system.
I drink beer instead of coffee while programming.
Im trying to make a missile similar to yours. Only that it is fired from a ship and sea skims until it is about 500 meters away from target, then it "Jumps" by angling upwards to get an angle from the top and dives down to target. Ive had some mixed results, as the missiles seem to stop working during the diving phase. I figured someone like you would be able to help me with this. Here is my code
function Update(I)
for t = 0, I:GetLuaTransceiverCount() -1 do
for m = 0, I:GetLuaControlledMissileCount(t) -1 do
MissilePos = I:GetLuaControlledMissileInfo(t,m).Position
MissileSped = Vector3.Magnitude(I:GetLuaControlledMissileInfo(t, m).Velocity)
TargetPosition = I:GetTargetInfo(0,0).AimPointPosition
TargetDistance = Vector3.Distance(TargetPosition, MissilePos)
TargetVelocity = I:GetTargetInfo(0,0).Velocity
TargetVector= Vector3.Normalize(TargetPosition - MissilePos)
RelativeSpeed = MissileSped - Vector3.Dot(TargetVector, TargetVelocity)
prediction = TargetVelocity*TargetDistance/RelativeSpeed
Point = TargetPosition + prediction
I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y, Point.z)
if TargetDistance < 600 then
I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y + 500, Point.z)
if MissilePos.y > 150 then
I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y - 500, Point.z)
end
end
if TargetDistance < 250 then
I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y, Point.z)
end
end
end
end
Sorry for the messy code. Im quite new to this