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move (x,y,z,speed,parameter)
I intend to use a tcp (tool center point) if you didn't already do.
if you can, let people choose if they want to use relative or absolute coordinates, at the parameter maybe.
I think you're on a fantastic way and even keen didn't think about the possibilities their game has.
For instance I have a rotor in the middle of one of my arms that if it's particularly far from it's home position can cause the top and bottom halves to get tangled up. If this 1 rotor moved about 3 times faster to it's home position it will easily be able to return to home before the 2 halves can get tangled, avoiding damage to the arm or the hassle of untangling it from itself
There is a youtuber that made a guide and I asked him and he said they didn’t work for him apparently. (I am still going to try myself today as well)
I can upload a link to a screenshot to show how the crane is built if that helps.
Or guidance to try and get the script to work for my truck.
For me, even when I learned how to work with MARMOS and try to approach it systematically, I find that setting definitions for an arm still involves a lot of guesswork, trial and error.
It would be amazing to have a debug view, that shows you a "skeleton" of an arm that you definded, how it reacts to inputs, in the way the scripts interprets it. From that, you could instantly see where it deviates from what you physically built.
I realize that this is not something that a script does and would have to be a seperate mod. But think there are some API's around (Text HUD API maybe?), which handle the rendering end of things. So I am hoping, maybe it would be reasonably easy to have such an API draw some lines, using the information from the programmable block, showing where it assumes the arm to be?
Idea:
Create second helper script, that given root block name (rotor | piston, placed on same grid as programable block) will generate arm definition by examining blocks on arm subgrids and save that into programable block custom data (ideally so it can be inserted into this script arm definition with minimal changes)
Basically i'm thinking of ways to have nice moving drilling/welding-arms.
Sure, a large set of recorded coordinates and a timer block can do quite a lot already, but what about:
* Running the next command once the previous is "finished"?
* Specifying the desired speed for the move
* Moving along a non-linear path (Circle, Spiral, ..)
* Looping Commands ( as in "Move one layer forward and drill another circle )
* ...