@@est.daddademartini.nahuel Sometimes they do videos like these to see if an idea can be done/how complex it is, then do Multiplayer with them later. Especially with new-update stuff. So hope isn't lost for Randomiser-battles just yet!
Adding fireworks and flares and a bunch of the trailmakers and sound makers as well. Nothing like being in an intense battle, lining up the perfect crack shot, you pull the trigger, and the radio turns on............
A small addition. The lower bound is inclusive and the upper bound is exclusive. That means when you use from 0 to 5 it can be anything from 0.00 to 4.99 and if you ceil(round up) it, you'll have a low chance of getting a 0 which means no weapon will fire. The better way is to use from 1 to 6 it can be anything from 1.00 to 5.99 and if you floor(round down) it.
I believe so, because rounding up to 1 only works if the number is .5 or greater while round down could give you a 6 if its 5.5 or greater. Assuming I'm thinking about that correctly, anyways. ScrapMan's roundabout ways have short-circuited my brain.
I'm pretty sure you could fix this by just fixing the lower bound random value to 0.1 or something like that. Whatever the threshold is which is greater than 0 should foolproof the 0 appearance problem.
@@Altair1243WAR That's the rounding function. For the Ceiling and Floor functions mentioned in the original comment, there's a bit of a technicality going on depending on which is being used. I'm going to assume you know how both work, but I'll do a quick rundown for anyone who doesn't understand it. Ceiling and Floor do rounding in a brute force manner. Instead of going halvesies like normal rounding, ceiling takes anything beyond an integer (whole number) and then automatically raises it to the next integer. Floor does the opposite of anything just shy of the next integer gets dropped to the previous integer. Examples would be a ceiling turning anything from 1.01-2 to 2. Floor would be anything from 4-4.99 dropping to a 4. Brute force. But what the comment was getting at is that with floor, you end up with the number intended (for Scrapman its 1-5) with the highest suggested number (6) being a very small possibility because the random generator would have to generate 6 exactly. Seeing how the random generator seems a lot more prone to generate numbers like 3.82 and 1.96 instead of clean whole numbers, there is a very very low chance that 6 would ever come up. Still a possibility, but you'd have to have some astronomically bad/good luck to ever get it; 1 in 600 every roll to be exact. The rounding function is great and all, but for something like getting a better even range, using ceiling or floor is better. Like what Scrapman's editor showed, using standard rounding gives 1 and 5 half the chance to get picked in a rounding setup. Using ceiling or floor and the correct range of numbers shifts it so every number either has itself plus everything building up to the next number or everything building up to it from the previous number. Also, sorry for the long comment.
Alternative option: Keep the 1 to 100 range Then use a MOD function (which calculates the remainder from the division) The downside is that you have to account for 0s somehow. Maybe by dividing by (number of guns +1) and incorporating "0 = dud shot" mechanic
You could just have a NOR gate for each weapon that once a random number is it will long onto that number for the 4 seconds. That way, the randomizer can keep changing fast because the first number will be picked and black all other inputs
Multiplayer Monday idea: You and 3 others each build 1/4 of a hide and seek map. After you are done building you join them together. Teaming is allowed however you cannot hide in your section. You could play regular hide and seek, tag or sardines. You could make a video or live stream of you building it and the next video you actually play it.
Can auto aim be turned off? If so, what about doing something like an old fashioned duel? Move 5 or 10 blocks apart and fire a random weapon once. Move forward 1 block and repeat.
I love this kind of content, because it's the kind of thing kAN used to do in his streams. It got me into logic and computing and basically determined my choice of further education. Watching you experiment ur way through logic is amazing! There is a lot of assumptions I now make due to my knowledge of the underlying computer system, which you don't make. I hope this inspires a lot of others to do the same thing. And now it's time for the "this is how a computer scientist would implement it" section: Seat -> Nor (-1.00) + Or (1.00) -> Randomizer [1, 6) -> Floor -> Comparisons -> Weapons Pretty sure this is how you implemented it? Thats what I thought up after the randomizer modes where shown. Why randomize between 1 and 6 and not 0 and 5? Because in almost all random generators the range is [low, high). This is mathematical notation for: all values from and including low, up to but excluding high. It would therefor never generate a 6 and always floor to 5.
To cut out a logic block, you can just randomise between .01-.05 instead, and have equals .01,.02, etc. Unless the randomiser can randomise between displayed units, you can cut out the whole rounding step.
The qeustion is, if the actual outputted number is only 2 digits after the comma, or if it uses more digits, and it is just the display that can only show that many (sort of like when he did the rounding on the display itself, just at 2 digits after the comma instead of whole number)
@@GummieI Yeah, I've seen some things that showed you a whole number, but the actual number was like 7 decimal places because of how the computer does its own calculations...
Idea for video - car that explodes if you don't know math (b)(or just randomiser(a)) A: every X seconds (~30) it turns on red indicator, shows number between 1 and 5, and starts Y second (~5) countdown, and you need to press correct number on your keyboard to survive B: almost the same, but it choses 2 numbers 0-9 (A and B), and 1 number for sign (-1 - +1, and use sign mode on function block), And you need to calculate thouse with this formula abs(A + sign*B mod 10)
for the randomizer your range needs to start at 0.01 not 0, there is a tiny chance that the randomizer rolls 0 and even when that is ceilinged it stays 0 therefore not firing a weapon
I would've probably allowed the randomizer to hold, but I'd have an AND gate that requires the trigger to be pressed AND a value equal to the selected gun.
Random medium of travel (water, air, land), the randomizer activates after sometime and goes into a part or engine that activates one of the modes of travel, this can be used for a battle of some sorts. Randomizer could randomly change who controls certain parts of a vehicle (by like +2 people control the whole thing and it than split evenly, this way you change who does what).
Hi scrapman. Day 32 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)
It would be cooler if you would have 4 weapons an a rotating servo and after shooting it will rotate to a random weapon to the top, which would shoot on the next shot.
I think you'd want it to work differently than that otherwise it'd require a lot more logic, but you could add in some delays and have the number route to a block that translates to degrees on a rotating servo. That wouldn't be too awful of logic to work with.
Would definitely require a good bit more logic, but that would look amazing! Like a CNC Router changing tools, the gun would cycle into position before firing. Sick idea I may have to play with that personally!
That would be a LOT more complicated yeah, but it would make the aiming reticle more consistent for sure, making actual aiming easier. On the flipside though, you would either get a delay as the weapons rotate from you click the button till they can actually fire, or you would know in advance, if it calculate the new weapon and put it in place after you stop firing the last weapon. Both of those things would kinda take the magic out of the system I think
Well there ya go Scrapman. You made the next challenge for Yzuei and yourself to attempt. Just refine the looks of that contraption and build a SPACESHIP to battle with INSIDE a planet in the space sector!
You should keep the 0-5 ceiling function and if a 0 is rolled, it's a critical hit, you fire all of your weapons at the same time :D (Or make it floor 1-6 if 0 means no output)
To make it fair, you'd still have to extend it, it'd just be 1-6 to make it fair instead of 0-5. Otherwise it would never round to 5. I think having it use floor and be 1-6 would be more confusing.
problem with rounding randomly generated numbers from 1-5: in order for 2 to show up, a number between 1.5-2.49 needs to show up, which is a total range of about 1. But in order for 1 to show up, the range is only 1-1.49, which is half that of the numbers in the middle. 5 also has this issue, since only 4.5-5 will round to 5. This means the guns assigned to 1 and 5 will be chosen half as often. To solve this, add .5 to the ranges on both sides - so going from .5 to 5.49 instead (5.5 would round to 6) EDIT: omg you actually noticed the issue, I've seen people make this mistake so often I just assumed you would to! Very well done!
That's why you start with 0, at least in computer logic ^^ 0-1 is the first gun 1-2 is the second gun 2-3 is the third gun 3-4 is the fourth gun And 4-5 is the fifth gun The define ranges like I wrote or use ceiling rounding, so it always outputs a flat number between 1 and 5.
Now I think you can turn this into Russian Roulette! Say you have 6 or 8 options like a revolver. 1 slot has a cannon, one has dynamite for self destruction, and the rest of the slots are totally empty. Then have turn based rounds of Russian Roulette!
make a multiplayer vid with this logic nd guns where planes or tanks idk, u start with 1 weopon and after idk like 3 rounds u add another weopon, so u have a random weopon every time
definitely really wanna see a mouse aim only tank battles video with the PvP update, feel like it would be really fun with a simple like "1 tank cannon, 100 blocks, no energy shields" build (and maybe also no gyro steering so you get harder to control as you lose wheels)
i think dethrone could be kinda fun with that. lots of crown carrier swapping may happen because you happen to trigger the right weapon for the moment. (maybe exclude the rocket launcher because it may one shot vehicles unless one or two shield block is also allowed on each vehicle.)
So, what about a random pvp battle. Choose the air,water or land. Have logic built into the vehicle, where every 5 seconds the aircraft will randomly operate a control on the vehicle. Turning, shooting, power forward or backward. Or dogfight roulette. Random number generator. 1-21. Even numbers 1-20 activate rockets, odd numbers 1-20 activate blaster. 21 Activates TNT.
could have done the randomizer logic simpler by just making the NOR gate trigger on left-click as well, so when you click it produces no output, and when you're not clicking it outputs -1; you didnt need the extra OR block at all
I would put the randomizer on a timer and connect it to the weapons via AND gates. That way you can't just quickly fire again if you don't get the weapon you want.
Sounds nice to have a battle with these tanks. I already see you shooting an emp blast on Yzuei and all of his weapons fire at once obliterating your vehicle 😆
mutliplayer combat challenge: everybody builds a vehicle for somebody else, last man standing wins the round, max complexity, minimum of 1 weapon on the build, anything else goes.
You should have a multiplayer battle where you have a big vehicle, dynamite core, and your only weapon is emps, here's the twist tho, all over your vehicle is unmapped weapons so that you shoot the other person with your emp trying to hit their dynamite but you have the chance of emping the weapons on their vehicle and risk shooting yourself
How do the aiming servos react to the camera block? Does it lock it to the direct the camera block is facing or does it still move as it would without the camera block? Hopefully it moves as normal, just with a gunner camera for sights
Day 11 of asking for a self flying plane experiment in trailmakers, you can use the new random logic to make it do stuff at random times such as turning around, losing or gaining altitude or loops (and include firing the gun randomly)
For the number-chance stuff, couldn't you jsut set the randomiser to 0.5 and 5.49? That's give all numbers a (roughly) identical chance of appearing, since the rounding would always round 0.5 up to 1 and 5.49 down to 5
Could it be possible just to use 0.01-0.05 instead of 1-5? That way the numbers are not needed to be rounded because they have already the max number of decimals the randomizer can output
That is assuming that outputted number is not actually more digits than it shows in the display. And at any rate, it is far more intuitive to use whole numbers anyway
Day 36 of asking ScrapMan to play GearBlocks 🥺 Also, Multiplayer Monday Idea. I'd love to see a maximum complexity Mech battle. Wheels or legs, but it has to use arms with weapons on them, and have a cockpit for the pilot! Maybe even a two seater, one driver, and one gunner. Or, just separate mechs lol. I'd love to see some of the new combat logic/blocks used if available too!
Something you should probably test is how strong the aiming servos are. By that I mean you have created physical reactionary weapons like your piston ballista and suspension catapult, but will the aiming servos handle those kinds of forces? Can we do our "garage lab railguns" on aiming servos or is that going to break them? Probably something needing a test sooner before the update drops. Also, go test the servos in space. Newton's 3rd Law of Motion states that for every action comes great responsibility or something.........Maybe that was Uncle Isaac. I can't recall. But I'm also curious if these things have convenient physics in them in that they're "slave" to the master connection or if they're like IRL physics in that if you try to aim a direction, the creation it's on will get counter rotated the direction it tries to go and so you end up in a chaotic death swirl as it exasperates the problem by continually applying force in rotation trying to get to the camera angle and that in turn applies a force to the original creation and with out a quantum rudder, you'll keep your momentum up indefinitely. I'm seriously curious if this is something the devs considered and if it'll spell our doom or if it's been simplified.
You could do the rounding function and just assign 1 or the highest number to be an EMP aimed at yourself (to simulate a system malfunction) and then the other (more likely the higher number) to TNT strapped to you. Basically it's a Russian Roulette battle of you vs whoever vs RNG. You could take out your opponent, but RNG could also take you out.....Either way RNG will never lose, only get draws for not getting knocked out.
After you do experimenting videos like this you should upload a separate video showing just the basic tutorial for the thing done in the video. They wouldn’t even need to be that high quality.
day 13 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)
i have in interesting idea try to use aiming servo as car axel i mean car which will go where you looking you can even make multiplayer race base on that
Imagine a battle but there is a 99% chance you will fire your weapon but 1% chance you will blow yourself up with tnt. (Also a chance the tnt can be hit)
Funny how you're here with that suspicious link, commenting on this amazing channel that Scrap Man has put his time into making it... Knowing that there are going to be minors and teenagers watching and also commenting on his amazing video This is a bot Scrap Man I've seen them before and they only comment to snag anyone who falls for their link trap If you know what's best please dont let them stay very long on your channels for your viewers safety
Momma said life is like a weapon randomizer, you never know what you’re gonna get.
Lol this is underrated
Momma said a weapon randomizer is like a box of chocolates, you never know what you’re gonna get
so relatable
This would be cool to use for a 1v1, maybe even add a goof option like fireworks or flares.
That would actually be so cool
i said that in the coment but it was too complicated i think
@@est.daddademartini.nahuel Sometimes they do videos like these to see if an idea can be done/how complex it is, then do Multiplayer with them later. Especially with new-update stuff. So hope isn't lost for Randomiser-battles just yet!
Adding fireworks and flares and a bunch of the trailmakers and sound makers as well. Nothing like being in an intense battle, lining up the perfect crack shot, you pull the trigger, and the radio turns on............
@@steeljawX yes🤣
A small addition. The lower bound is inclusive and the upper bound is exclusive. That means when you use from 0 to 5 it can be anything from 0.00 to 4.99 and if you ceil(round up) it, you'll have a low chance of getting a 0 which means no weapon will fire. The better way is to use from 1 to 6 it can be anything from 1.00 to 5.99 and if you floor(round down) it.
Then there's a small chance of it rolling a 6 still, isn't there?
I believe so, because rounding up to 1 only works if the number is .5 or greater while round down could give you a 6 if its 5.5 or greater.
Assuming I'm thinking about that correctly, anyways. ScrapMan's roundabout ways have short-circuited my brain.
I'm pretty sure you could fix this by just fixing the lower bound random value to 0.1 or something like that. Whatever the threshold is which is greater than 0 should foolproof the 0 appearance problem.
@@Altair1243WAR That's the rounding function. For the Ceiling and Floor functions mentioned in the original comment, there's a bit of a technicality going on depending on which is being used. I'm going to assume you know how both work, but I'll do a quick rundown for anyone who doesn't understand it. Ceiling and Floor do rounding in a brute force manner. Instead of going halvesies like normal rounding, ceiling takes anything beyond an integer (whole number) and then automatically raises it to the next integer. Floor does the opposite of anything just shy of the next integer gets dropped to the previous integer. Examples would be a ceiling turning anything from 1.01-2 to 2. Floor would be anything from 4-4.99 dropping to a 4. Brute force.
But what the comment was getting at is that with floor, you end up with the number intended (for Scrapman its 1-5) with the highest suggested number (6) being a very small possibility because the random generator would have to generate 6 exactly. Seeing how the random generator seems a lot more prone to generate numbers like 3.82 and 1.96 instead of clean whole numbers, there is a very very low chance that 6 would ever come up. Still a possibility, but you'd have to have some astronomically bad/good luck to ever get it; 1 in 600 every roll to be exact. The rounding function is great and all, but for something like getting a better even range, using ceiling or floor is better. Like what Scrapman's editor showed, using standard rounding gives 1 and 5 half the chance to get picked in a rounding setup. Using ceiling or floor and the correct range of numbers shifts it so every number either has itself plus everything building up to the next number or everything building up to it from the previous number.
Also, sorry for the long comment.
Alternative option:
Keep the 1 to 100 range
Then use a MOD function (which calculates the remainder from the division)
The downside is that you have to account for 0s somehow.
Maybe by dividing by (number of guns +1) and incorporating "0 = dud shot" mechanic
loved that part when.............................. i dont know im 17 seconds in
relatable
Do I have to
Oops I thought this was discord lolol
@@Laundry_Basket_III_Jr.Wtf
Soooo can you finish now?
You could just have a NOR gate for each weapon that once a random number is it will long onto that number for the 4 seconds. That way, the randomizer can keep changing fast because the first number will be picked and black all other inputs
Yes, random weapon PvP sounds fun! Please do! Though add a misfire option such as fireworks or something so that you don't always get a weapon!
Multiplayer Monday idea:
You and 3 others each build 1/4 of a hide and seek map. After you are done building you join them together. Teaming is allowed however you cannot hide in your section. You could play regular hide and seek, tag or sardines. You could make a video or live stream of you building it and the next video you actually play it.
Thats a good idea
Can auto aim be turned off? If so, what about doing something like an old fashioned duel? Move 5 or 10 blocks apart and fire a random weapon once. Move forward 1 block and repeat.
yes, you can turn it off
there isn't a specified "block" size in trailmakers
I love this kind of content, because it's the kind of thing kAN used to do in his streams. It got me into logic and computing and basically determined my choice of further education. Watching you experiment ur way through logic is amazing! There is a lot of assumptions I now make due to my knowledge of the underlying computer system, which you don't make. I hope this inspires a lot of others to do the same thing.
And now it's time for the "this is how a computer scientist would implement it" section:
Seat -> Nor (-1.00) + Or (1.00) -> Randomizer [1, 6) -> Floor -> Comparisons -> Weapons
Pretty sure this is how you implemented it? Thats what I thought up after the randomizer modes where shown. Why randomize between 1 and 6 and not 0 and 5? Because in almost all random generators the range is [low, high). This is mathematical notation for: all values from and including low, up to but excluding high. It would therefor never generate a 6 and always floor to 5.
16:44 blaser blaster 😂😂😂😂😂 that killed me
To cut out a logic block, you can just randomise between .01-.05 instead, and have equals .01,.02, etc. Unless the randomiser can randomise between displayed units, you can cut out the whole rounding step.
That was my thinking too, but it's anyone's guess as to whether it'd actually work in practice.
The qeustion is, if the actual outputted number is only 2 digits after the comma, or if it uses more digits, and it is just the display that can only show that many (sort of like when he did the rounding on the display itself, just at 2 digits after the comma instead of whole number)
@@GummieI Yeah, I've seen some things that showed you a whole number, but the actual number was like 7 decimal places because of how the computer does its own calculations...
Idea for video - car that explodes if you don't know math (b)(or just randomiser(a))
A: every X seconds (~30) it turns on red indicator, shows number between 1 and 5, and starts Y second (~5) countdown, and you need to press correct number on your keyboard to survive
B: almost the same, but it choses 2 numbers 0-9 (A and B), and 1 number for sign (-1 - +1, and use sign mode on function block), And you need to calculate thouse with this formula abs(A + sign*B mod 10)
for the randomizer your range needs to start at 0.01 not 0,
there is a tiny chance that the randomizer rolls 0 and even when that is ceilinged it stays 0 therefore not firing a weapon
I would've probably allowed the randomizer to hold, but I'd have an AND gate that requires the trigger to be pressed AND a value equal to the selected gun.
5:24 the left click is bind to both thing tho😂 so the positive input overrides the negative one😂😂(as the or gates does not have an enough duration)
15:38 Roblox??
Shoot me..
a race but you can randomly explode.
Random medium of travel (water, air, land), the randomizer activates after sometime and goes into a part or engine that activates one of the modes of travel, this can be used for a battle of some sorts.
Randomizer could randomly change who controls certain parts of a vehicle (by like +2 people control the whole thing and it than split evenly, this way you change who does what).
Hi scrapman. Day 32 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)
It would be cooler if you would have 4 weapons an a rotating servo and after shooting it will rotate to a random weapon to the top, which would shoot on the next shot.
I think you'd want it to work differently than that otherwise it'd require a lot more logic, but you could add in some delays and have the number route to a block that translates to degrees on a rotating servo. That wouldn't be too awful of logic to work with.
Would definitely require a good bit more logic, but that would look amazing! Like a CNC Router changing tools, the gun would cycle into position before firing. Sick idea I may have to play with that personally!
That would be a LOT more complicated yeah, but it would make the aiming reticle more consistent for sure, making actual aiming easier. On the flipside though, you would either get a delay as the weapons rotate from you click the button till they can actually fire, or you would know in advance, if it calculate the new weapon and put it in place after you stop firing the last weapon. Both of those things would kinda take the magic out of the system I think
Yes, I would like to see a pvp with this
king of the hill and eveybody gets this tank
Suggestion: (DAY 7): Swimming tanks
Well there ya go Scrapman. You made the next challenge for Yzuei and yourself to attempt. Just refine the looks of that contraption and build a SPACESHIP to battle with INSIDE a planet in the space sector!
Great Idea!
I think this is needless to say, but do an air battle with this concept. Would be fun
Best breakdown. Like & share!
🤖
It's a bot!
immediately clicking on the video after receiving new video notification
@17:22 Awesome! Should make a great Shorts.
Break the sound barrier using raw jet engines since you havent done that yet
You should keep the 0-5 ceiling function and if a 0 is rolled, it's a critical hit, you fire all of your weapons at the same time :D
(Or make it floor 1-6 if 0 means no output)
Your editor needs a raise. Such good visuals!
you can use FLOOR instead of CEIL so the random numbers are from 1-5 instead of 0-5 which if you count is 6 numbers, just a little less confusion :D
To make it fair, you'd still have to extend it, it'd just be 1-6 to make it fair instead of 0-5.
Otherwise it would never round to 5. I think having it use floor and be 1-6 would be more confusing.
problem with rounding randomly generated numbers from 1-5: in order for 2 to show up, a number between 1.5-2.49 needs to show up, which is a total range of about 1. But in order for 1 to show up, the range is only 1-1.49, which is half that of the numbers in the middle. 5 also has this issue, since only 4.5-5 will round to 5.
This means the guns assigned to 1 and 5 will be chosen half as often. To solve this, add .5 to the ranges on both sides - so going from .5 to 5.49 instead (5.5 would round to 6)
EDIT: omg you actually noticed the issue, I've seen people make this mistake so often I just assumed you would to! Very well done!
That's why you start with 0, at least in computer logic ^^
0-1 is the first gun
1-2 is the second gun
2-3 is the third gun
3-4 is the fourth gun
And
4-5 is the fifth gun
The define ranges like I wrote or use ceiling rounding, so it always outputs a flat number between 1 and 5.
@@PsychEngel... You maybe should've watched the video just a little bit longer.
@@plzletmebefrank I did, no worry, I just explained how this "issue" is solved in computer technology.
Now I think you can turn this into Russian Roulette! Say you have 6 or 8 options like a revolver. 1 slot has a cannon, one has dynamite for self destruction, and the rest of the slots are totally empty. Then have turn based rounds of Russian Roulette!
17:23 inspired this: EMP only PvP but you have other weapons without controls
make a multiplayer vid with this logic nd guns where planes or tanks idk, u start with 1 weopon and after idk like 3 rounds u add another weopon, so u have a random weopon every time
definitely really wanna see a mouse aim only tank battles video with the PvP update, feel like it would be really fun with a simple like "1 tank cannon, 100 blocks, no energy shields" build (and maybe also no gyro steering so you get harder to control as you lose wheels)
i think dethrone could be kinda fun with that.
lots of crown carrier swapping may happen because you happen to trigger the right weapon for the moment. (maybe exclude the rocket launcher because it may one shot vehicles unless one or two shield block is also allowed on each vehicle.)
Now, we need a dogfight with that thing!!!
And a tank battle too!!!
I'd love to see the orbital strike cannon get updated with the new aiming servo's!
Yes random weapons fire with good options are an amazing idea!
So, what about a random pvp battle. Choose the air,water or land. Have logic built into the vehicle, where every 5 seconds the aircraft will randomly operate a control on the vehicle. Turning, shooting, power forward or backward. Or dogfight roulette. Random number generator. 1-21. Even numbers 1-20 activate rockets, odd numbers 1-20 activate blaster. 21 Activates TNT.
could have done the randomizer logic simpler by just making the NOR gate trigger on left-click as well, so when you click it produces no output, and when you're not clicking it outputs -1; you didnt need the extra OR block at all
I would put the randomizer on a timer and connect it to the weapons via AND gates. That way you can't just quickly fire again if you don't get the weapon you want.
You should test what happens when you turn the aiming servos speed to a negative
You could use a randomizer that spams random numbers triggering a bunch of different colors of fireworks and make a big show!
Add many options and make it a complete gamble... Stuff like fireworks, snowball dispensers, trailmakers... Anything is valid....
Sounds nice to have a battle with these tanks. I already see you shooting an emp blast on Yzuei and all of his weapons fire at once obliterating your vehicle 😆
Could also have the randomizer it on a timer, letting you fire whatever weapon you have for maybe 20 seconds before it switches for you
Imagine a tank picking a fight with a parked, unmanned tank, and losing.
I mean, he didn't lose, but... almost.
Randomized multiplayer idea: perform a race with cars that have 1 “turn” button and randomly turning left or right.
Day 29 of asking Scrapman to battle with mechs
I know what next weeks multiplayer Monday’s gonna be
This could be a good Multiplayer Monday idea
Video idea, change the randomizer to switch weapons every 15-30 seconds. You could use that to play Mario kart.
mutliplayer combat challenge: everybody builds a vehicle for somebody else, last man standing wins the round, max complexity, minimum of 1 weapon on the build, anything else goes.
scrapman everytime a new video comes out:*mechanical sounds* w-w-w-w--welcome back to the channel
Another dev vs creator with the randomizer as a required thing would be absolute chaos but awesome. 😊
Scrapman, your randomizer occasionally sends out 0.00 and the CEIL of 0 is 0 lol.
Totally want to see an actual battle where everyone has to use this system
One of the " weapons " needs to be a fireworks... because it would be funny as hell to line up a shot and get just sparkles
Hopefully they add a modulo operator would make things like this a lot easier.
I feal like he should revisit the orbital cannon with the aming servo an possibly this randomiser.
maybe you can make a car/tank that only drives with recoil. No engines or wheel/gyro steering
You've got to do some pop of plans and boats and stuff with this weapon randomizer
You should have a multiplayer battle where you have a big vehicle, dynamite core, and your only weapon is emps, here's the twist tho, all over your vehicle is unmapped weapons so that you shoot the other person with your emp trying to hit their dynamite but you have the chance of emping the weapons on their vehicle and risk shooting yourself
Definitely do PvP. Be it in the air, on the ground or on the water
How do the aiming servos react to the camera block? Does it lock it to the direct the camera block is facing or does it still move as it would without the camera block? Hopefully it moves as normal, just with a gunner camera for sights
Day 11 of asking for a self flying plane experiment in trailmakers, you can use the new random logic to make it do stuff at random times such as turning around, losing or gaining altitude or loops (and include firing the gun randomly)
You should incorporate this system in a plane for a dogfight
This would be a great pvp battle style
Really looking forward to this being used in dogfights.
For the number-chance stuff, couldn't you jsut set the randomiser to 0.5 and 5.49? That's give all numbers a (roughly) identical chance of appearing, since the rounding would always round 0.5 up to 1 and 5.49 down to 5
Day 2 of asking for an orbital cannon remake
guys lets make this the top comment
Could it be possible just to use 0.01-0.05 instead of 1-5? That way the numbers are not needed to be rounded because they have already the max number of decimals the randomizer can output
That is assuming that outputted number is not actually more digits than it shows in the display. And at any rate, it is far more intuitive to use whole numbers anyway
Day 36 of asking ScrapMan to play GearBlocks 🥺
Also, Multiplayer Monday Idea. I'd love to see a maximum complexity Mech battle. Wheels or legs, but it has to use arms with weapons on them, and have a cockpit for the pilot!
Maybe even a two seater, one driver, and one gunner. Or, just separate mechs lol. I'd love to see some of the new combat logic/blocks used if available too!
Something you should probably test is how strong the aiming servos are. By that I mean you have created physical reactionary weapons like your piston ballista and suspension catapult, but will the aiming servos handle those kinds of forces? Can we do our "garage lab railguns" on aiming servos or is that going to break them? Probably something needing a test sooner before the update drops.
Also, go test the servos in space. Newton's 3rd Law of Motion states that for every action comes great responsibility or something.........Maybe that was Uncle Isaac. I can't recall. But I'm also curious if these things have convenient physics in them in that they're "slave" to the master connection or if they're like IRL physics in that if you try to aim a direction, the creation it's on will get counter rotated the direction it tries to go and so you end up in a chaotic death swirl as it exasperates the problem by continually applying force in rotation trying to get to the camera angle and that in turn applies a force to the original creation and with out a quantum rudder, you'll keep your momentum up indefinitely. I'm seriously curious if this is something the devs considered and if it'll spell our doom or if it's been simplified.
You could do the rounding function and just assign 1 or the highest number to be an EMP aimed at yourself (to simulate a system malfunction) and then the other (more likely the higher number) to TNT strapped to you. Basically it's a Russian Roulette battle of you vs whoever vs RNG. You could take out your opponent, but RNG could also take you out.....Either way RNG will never lose, only get draws for not getting knocked out.
When does the update come out
After you do experimenting videos like this you should upload a separate video showing just the basic tutorial for the thing done in the video. They wouldn’t even need to be that high quality.
You can make some guns more rear to get because they are better, and you can play it multiplayer, first with no weapons or destroyed logic its out
this 100% means that randomized battles are coming
So basically Kite’s Crazy Slots
day 13 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)
Day 26 of asking when is the next Sky Mechanic video
i have in interesting idea
try to use aiming servo as car axel
i mean car which will go where you looking
you can even make multiplayer race base on that
i was read
OK considering his explorations with logic in the past, what do you guys wanna bet this is going to get used for the next three videos? lol
Imagine a battle but there is a 99% chance you will fire your weapon but 1% chance you will blow yourself up with tnt. (Also a chance the tnt can be hit)
You could make a missile that is controlled with the new aiming servos
Now we need a block(like the power up boxes in Mario cart) that can trigger one of the weapons. And make Mario kart
You should make a custom weapon only rule to weapons in the builder
Now we have to have this as a multiplayer challenge 😅
do a aircraft battle with the randomizer
This is wild! You crushed it.
Funny how you're here with that suspicious link, commenting on this amazing channel that Scrap Man has put his time into making it...
Knowing that there are going to be minors and teenagers watching and also commenting on his amazing video
This is a bot Scrap Man I've seen them before and they only comment to snag anyone who falls for their link trap
If you know what's best please dont let them stay very long on your channels for your viewers safety
If ceil is giving 0 as a result, changing the floor to 0.01 would remove that result. Just sayin’ since it was bothering me. I don't mean to be rude
7 am ahhhh
Said I was gonna try do this the second I heard about the rng block but I've changed my mind after seeing this
you should do a dog fight where as the weapon fiers that the weapon they get to use in the battle.
I been watching this man like 5 years😂🤦🏽♂️