If I understand correctly they can be considered limited rotors. The direction of positive and negative speed matter. If you place a rotor nearby and it's rotor part rotates same way as hinge part with the same speed, they are sharing same axis.
Absolutely amazing. I'm brand new to the game and can't believe the possibilities. Thumbs up and new subscriber here!! Keep up the great work, and I'd love to see the more advanced things this mod can do.
I’ve been going over the script and too be honest I am not ready to do an advanced video just yet. I can only slightly make it work. This script is amazing and it’s uses endless. Sadly it’s almost complicated and really so for measure my brain is a bit slow.
I tried making them smaller but it turned out that it was harder to explain this script. As it is very complicated to start with. I use it in everything i make and i still mess it up. I'm about to revamp the video and redo it so i'll try to add some smaller arms as examples.
Awesome guide! Helped about, but I am still a bit confused 😂 I have managed to make some welder arms, but sometimes they do not behave as intended. If I may wish a couple of guides, that would be an explanation of the articulated hand part. Where the welder tip rotates around the object in front of it, as Timoteis welder crane does. Secondly a teardown of the truck crane he also made. Thanks for filling in a void of guides regarding this awesome script! 👍
Glad it helped! Now sometimes the mod just goes boom. I've been doing alot with since i made this guide so i'll have to put out an updated version of the guide at some point. Sorry for the late reply. Been in the hosp and movitation for checking youtube was about 0 lol.
It took me 3 hrs todo this lol my brain died at 3am, the issue I’ve got atm is it’s not as smooth as yours, it just doesn’t have as free movement for some reason, when I extend the arm it falls onto the floor
@@JoeTankPlays that would be great, even if u could show us a video of some builds your using it with and the Setup in the block would be amazing, I tested it again today but klang didnt like that and Threw it across my hanger, got some patch work todo now XD
Question i have is how this would work with hinges. I am trying to keep it so that it’s movement stays positive but I have no idea if hinges would work because I really do hope they work as I don’t have the space to make a normal rotors joint. I am trying to make a small ship drill crane but this script is hard for me to understand. I am starting to think of reversed engineering to make my own that is easier to understand. I am watching this video again, and then hopefully at the end I should be able to make it work. Edit: also I wanted to mention that you recommending build vision is the best mod I have ever got for SE. Makes building stuff much easier, especially adding additions to my survival base as well.
@@JoeTankPlays oh, what do you mean when you say nothing happens? As in it doesn’t move as though the name in the program wasn’t matched properly to the block name? I am still going to keep trying to try and get it to work at least for my creation somehow because the angle might just need to have 90 added to the hinge angle in the program. Then set the home to 90
Mostly I can’t get it to function like I want. Their is another script that is for custom turrets that works great with hinges in my experience. Whips script.
Rotor2 isnt doing anything.. it should help to gain height or reach further but its not moving at all, whats wrong? I Triplechecked everything, im using the same code as you and my arm is built exactly like yours.
After working witht his script for a long time I have actualy moved on to Cockpit Mouse control script. It does almost everythis this does but extreamly less complcated! sorry for the late reply. youtube has flagged alot of my comments and i never see the notications!
Hi there, I'm trying to use the MArmOS, I'm not very clear on how the solid shapes logic works. What are we defining with the X,Y,Z values? The location of the solid? or the size? Or both? From where do we 'start', the 0,0,0 or does that not matter?
I'll do my best to explain this in text. A shape is the section of the arm that connects your joints (rotors) or pistions. to get the location you place your first rotor upwards. 0 is the front of the rotor so if you are behind the rotor you can see the X positive line. So if you add 3 convayer tubes to the top of the rotor and they a junctin then a rotor to the left with 0 facing down. your shape with be ( 0, 1, 4) we get that number best we add the 3 tubes, 1 junction to get 4 on the Z and since the new rotor is to the left of the starting rotor. its in the positive Y axis. I hope this helps. If not i'll make a detailed soild guide for MArmOS.
I forgot to add that the first rotor if your arm is the 0,0,0 and that you are doing the shape and size (in a way) of the entire arm (the part that moves)
One last thing lol. Test each section as you build it. Solid shapes are what makes this hard but going one section at a time will help you. Once you have made it a few times it will just click and you wont need to test the arm anymore you will just make it.
@@JoeTankPlays That detailed solids guide would be great. I fully get everything else about how this script works but the concept of defining solids confounds my whole design process. Youve done a great job laying out this guide. im sure if you did something similar that focuses on Solids you would help a lot of people
I love this guide but im still a bit confused on the SolidLG command, does it depends on the subgrid the rotor/piston attached to it? and why did you left rotor 1 and 2 on default (2,0,0)
Pretty sure I just over looked that and forgot to set it correctly. That just goes to show that even some mistakes can be made and the thing will still work. Could explain why my arm was a bit shaky.
@@JoeTankPlays i see, ive read the steam guide multiple times and break down your built, ive come to understand it for a bit, the solidLG actually means literally solid part, if you put it in between the new rotors, the script will know there is a grid attached to the rotor and how long it is, it becomes the bone for the joints... maybe my interpretation is wrong. im also still confused on deciding what to input in solidLG/SG for the inverted bones for the hanging arms if i put it on the celling
You could very well be correct. The mod is very confusing but can create some powerful and awesome builds. I have moved on to using more simple mods that kinda do what this does because I’ve moved into more multiplayer stuff and sadly maros is not mp friendly.
I've built purely a single rotor on a base, I can get it to go home on start of the script, but cannot get it to respond to any of my buttons on the keyboard. I've followed the tutorial but only used a single rotor just to try it since I keep having issues getting it to work. Any tips?
@@JoeTankPlays I've put a conveyor junction on top and another rotor on the side, still no joy on getting either to move other than sending them back to home. I have even tried to workaround of putting the cockpit onto a rotor
Wait, so, you need to build the rotors always with the zero degree mark going in the direction of the next piece of arm? Am I correct in assuming that?
Are you building this in a multiplayer server ? If so, build the cockpit on a non-static grid (such as a rotor), you should then be able to get it to move.
That first arm (between rotors 2 and 3) fails for me every time. I built it exactly like you did, copied your script and copied your build. Piston works, the 3rd rotor sometimes works, but overall doesn't work at all for me.
Alex King I’ve had this happen to me many times when learning this script. I found that sadly some times it just breaks. I would suggest playing with the movement of the arm. And double check my settings with yours. Also how you move the arm can cause different things to happen
@@Whisper0ak I'm starting up a new big run of SE on the channel. Their may have been some updates to how things work i need to look over everything again because i'm having the same issue.
Its been along time since i droped this script for Mouse and Rotor control. I wish i could offer advice but sadly i moved to a much easier script too use that gives the same effect.
Hinges are breaking my brain in relation to the axis. MarmOS guide 4: Hinges.
I stick to rotors when I used this script lol
If I understand correctly they can be considered limited rotors.
The direction of positive and negative speed matter. If you place a rotor nearby and it's rotor part rotates same way as hinge part with the same speed, they are sharing same axis.
Absolutely amazing. I'm brand new to the game and can't believe the possibilities. Thumbs up and new subscriber here!! Keep up the great work, and I'd love to see the more advanced things this mod can do.
I'm glad this guide helped and welcome to the community!
You sir, are a brilliant gentlemen. There are very few up to date guys explaining this. You deserve a beer for every drop of effort you put into this.
Appreciated. Sorry for the late reply.
This was a great intro, with a familiar accent. I enjoyed it greatly!
Thankbyou
This was a big help, thank you for this and I am excited to see the advanced controls when you get to it!
Your welcome. I've been working with this script none stop and what you can do is almost endless from just the basic parts of the script.
@@JoeTankPlays
Is a tutorial for the advanced setup is coming? I realy could use that.
I’ve been going over the script and too be honest I am not ready to do an advanced video just yet. I can only slightly make it work. This script is amazing and it’s uses endless. Sadly it’s almost complicated and really so for measure my brain is a bit slow.
@@JoeTankPlays
It's alright, take your time.
I think you made the 1st one way too fancy, to teach the basics you should make kinda like basic moving for each position X Y and Z
I tried making them smaller but it turned out that it was harder to explain this script. As it is very complicated to start with. I use it in everything i make and i still mess it up. I'm about to revamp the video and redo it so i'll try to add some smaller arms as examples.
Awesome guide! Helped about, but I am still a bit confused 😂
I have managed to make some welder arms, but sometimes they do not behave as intended.
If I may wish a couple of guides, that would be an explanation of the articulated hand part. Where the welder tip rotates around the object in front of it, as Timoteis welder crane does.
Secondly a teardown of the truck crane he also made.
Thanks for filling in a void of guides regarding this awesome script! 👍
Glad it helped! Now sometimes the mod just goes boom. I've been doing alot with since i made this guide so i'll have to put out an updated version of the guide at some point. Sorry for the late reply. Been in the hosp and movitation for checking youtube was about 0 lol.
This might help me in the future when I need a crane.
Nice very nice this eumh i only cant finger out what is ment by solits in the scripts and if realy neet to add solits
i would try it with out and see what happens thats how i go about it lol.
Ty for an Updated Guide on this Script
Your welcome. Happy that it helped.
does it work with hinges?
thanks
I dont see why it wouldnt tho it would limit what the script can do.
Please give link for this arm you made because i dont understand how to make the solids and what counts a s a part of it
This guide isnt all that useful anymore with now Marm works now. I just started playing with it again and its a complely new beast.
I've still been using this script lol! Have you found an easier script or system to work with?
@GuacaMoley I was using mouse, cockpit, rotor control but I’ve come back to MarmOS. The updated script is much easier to use
It took me 3 hrs todo this lol my brain died at 3am, the issue I’ve got atm is it’s not as smooth as yours, it just doesn’t have as free movement for some reason, when I extend the arm it falls onto the floor
It’s a lot to take in and even moving the thing can go wrong. I’ll be back making some more vids soon so I’ll try to do some simple designs.
@@JoeTankPlays that would be great, even if u could show us a video of some builds your using it with and the Setup in the block would be amazing, I tested it again today but klang didnt like that and Threw it across my hanger, got some patch work todo now XD
hm...it seems to me that between rotor1 and rotor2 it will be correct
`new SolidLG( 6, 0, 0 );` rather than `new SolidLG( 2, 0, 0 );`
I'm right?
and the script remembers the movement and can then do it on its own?
are you looking to make a video where multiple Arms are on the same grid?
That’s a good idea.
Question i have is how this would work with hinges. I am trying to keep it so that it’s movement stays positive but I have no idea if hinges would work because I really do hope they work as I don’t have the space to make a normal rotors joint.
I am trying to make a small ship drill crane but this script is hard for me to understand. I am starting to think of reversed engineering to make my own that is easier to understand.
I am watching this video again, and then hopefully at the end I should be able to make it work.
Edit: also I wanted to mention that you recommending build vision is the best mod I have ever got for SE. Makes building stuff much easier, especially adding additions to my survival base as well.
I’m not sure how hinges would actually work with this script. I am playing around with them but nothing works
@@JoeTankPlays okay then.
I might ask the original creator of it to see if he can add the functionality of the hinges
@@JoeTankPlays oh, what do you mean when you say nothing happens? As in it doesn’t move as though the name in the program wasn’t matched properly to the block name?
I am still going to keep trying to try and get it to work at least for my creation somehow because the angle might just need to have 90 added to the hinge angle in the program. Then set the home to 90
Mostly I can’t get it to function like I want. Their is another script that is for custom turrets that works great with hinges in my experience. Whips script.
@@JoeTankPlays well I wrote a post in his suggestions box. But thanks for the suggestion.
I assume it works similar to MarmOS?
hey dude plsase make more detailed video i did what you said but i can not control correctly this arms
i am working on a section by section video right now.
@@JoeTankPlays thanks friend
Rotor2 isnt doing anything.. it should help to gain height or reach further but its not moving at all, whats wrong? I Triplechecked everything, im using the same code as you and my arm is built exactly like yours.
After working witht his script for a long time I have actualy moved on to Cockpit Mouse control script. It does almost everythis this does but extreamly less complcated! sorry for the late reply. youtube has flagged alot of my comments and i never see the notications!
Hi there, I'm trying to use the MArmOS, I'm not very clear on how the solid shapes logic works. What are we defining with the X,Y,Z values? The location of the solid? or the size? Or both? From where do we 'start', the 0,0,0 or does that not matter?
I'll do my best to explain this in text. A shape is the section of the arm that connects your joints (rotors) or pistions. to get the location you place your first rotor upwards. 0 is the front of the rotor so if you are behind the rotor you can see the X positive line. So if you add 3 convayer tubes to the top of the rotor and they a junctin then a rotor to the left with 0 facing down. your shape with be ( 0, 1, 4) we get that number best we add the 3 tubes, 1 junction to get 4 on the Z and since the new rotor is to the left of the starting rotor. its in the positive Y axis. I hope this helps. If not i'll make a detailed soild guide for MArmOS.
I forgot to add that the first rotor if your arm is the 0,0,0 and that you are doing the shape and size (in a way) of the entire arm (the part that moves)
One last thing lol. Test each section as you build it. Solid shapes are what makes this hard but going one section at a time will help you. Once you have made it a few times it will just click and you wont need to test the arm anymore you will just make it.
@@JoeTankPlays That detailed solids guide would be great. I fully get everything else about how this script works but the concept of defining solids confounds my whole design process. Youve done a great job laying out this guide. im sure if you did something similar that focuses on Solids you would help a lot of people
@@TauVids I did, check out part 3.
I love this guide but im still a bit confused on the SolidLG command, does it depends on the subgrid the rotor/piston attached to it? and why did you left rotor 1 and 2 on default (2,0,0)
Pretty sure I just over looked that and forgot to set it correctly. That just goes to show that even some mistakes can be made and the thing will still work. Could explain why my arm was a bit shaky.
@@JoeTankPlays i see, ive read the steam guide multiple times and break down your built, ive come to understand it for a bit, the solidLG actually means literally solid part, if you put it in between the new rotors, the script will know there is a grid attached to the rotor and how long it is, it becomes the bone for the joints... maybe my interpretation is wrong. im also still confused on deciding what to input in solidLG/SG for the inverted bones for the hanging arms if i put it on the celling
You could very well be correct. The mod is very confusing but can create some powerful and awesome builds. I have moved on to using more simple mods that kinda do what this does because I’ve moved into more multiplayer stuff and sadly maros is not mp friendly.
I've built purely a single rotor on a base, I can get it to go home on start of the script, but cannot get it to respond to any of my buttons on the keyboard. I've followed the tutorial but only used a single rotor just to try it since I keep having issues getting it to work. Any tips?
It won’t work with a single rotor. I’ve ran into that problem myself. Go with two or more
@@JoeTankPlays I've put a conveyor junction on top and another rotor on the side, still no joy on getting either to move other than sending them back to home. I have even tried to workaround of putting the cockpit onto a rotor
@@JoeTankPlays I forgot to rename the cockpit!
Wait, so, you need to build the rotors always with the zero degree mark going in the direction of the next piece of arm? Am I correct in assuming that?
Not always but it makes controlling it easier. Tho that’s just my take on it
Because that’s the home point so it’s the start of the spin
how can i determine of x y z coordinate i can just determine z
In the video I show facing. Just remember the face of X is 0 degrees on the rotor.
Next up: how to turn a railgun into a anti-ship baseball bat using this script when out of ammo.
I did EXACTLY like you did and i can't get it to move. Good tutorial overall, but you were a bit quick sometimes.
Are you building this in a multiplayer server ? If so, build the cockpit on a non-static grid (such as a rotor), you should then be able to get it to move.
I agree. MArmOS is not very friendly on a MP server. Its only really safe on SP.
having some issues with my arm
That first arm (between rotors 2 and 3) fails for me every time. I built it exactly like you did, copied your script and copied your build. Piston works, the 3rd rotor sometimes works, but overall doesn't work at all for me.
Alex King I’ve had this happen to me many times when learning this script. I found that sadly some times it just breaks. I would suggest playing with the movement of the arm. And double check my settings with yours. Also how you move the arm can cause different things to happen
@@Whisper0ak I'm starting up a new big run of SE on the channel. Their may have been some updates to how things work i need to look over everything again because i'm having the same issue.
Mine wont go forward lol
Its been along time since i droped this script for Mouse and Rotor control. I wish i could offer advice but sadly i moved to a much easier script too use that gives the same effect.
Yeah apparently he really can't talk and speak at the same time lol. Jokes
lmao not really jokes tho