Physical Response

Non-platform specific questions.

Physical Response

Postby jazz_e_bob » Thu Oct 14, 2004 8:44 am

I want 3 actors.

A rock that doesn't move but things bounce off it.

A monster that bounces off things and things bounce off it.

A player that bounces off things and things bounce off it.

How do set up the physical response parameters to make this happen?
Controlling complexity is the essence of computer programming.
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Postby jazz_e_bob » Thu Oct 14, 2004 12:32 pm

OK

I've solved it. :)

My problem was that I was calculating physical response on "any actor".

If two actors collide and they are both set to respond you get an odd response.

The solution is to specify the physical response for each type of actor individually.

:roll:
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Postby ingsan » Sat Oct 30, 2004 2:08 pm

Hi :)

Tell me. I'm having a little kind of undesireable bug ( Well, I suppose bugs ARE actually undesireable, afterall :roll: )

on collision with actor Ground, I have a Physical Response action with the following parameters :
PhysicalResponse ( MOVE_EVENT_ACTOR_ONLY,USE_CALCULATED_MASS, 1.0000, 1.0000, 0.0000, 1.000 );
So my main actor is stopped after a jump . . . the simple thing. The little bug actually is that sometimes ( not everytime ) my main actor has difficulty to jump, as if pulled by some kind of " gravitational force " :? You know what I mean ?

It doesn't do this when I declare that on collision with Ground, yvelocity = 0. But using that method means obtaining another bug. After a jump, main actor doesnt fall ON the ground but a little bit THROUGH it :(

! A l'aide !
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