"realistic" rope, demo

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whadya think?

=O (wow)
10
53%
cool!
7
37%
t's good, nice idea
2
11%
uh... knew that before
0
No votes
absolutely sucks
0
No votes
 
Total votes : 19

Re: "realistic" rope, demo

Postby Kalladdolf » Mon Mar 10, 2008 8:37 am

right now I'm having a little troble with the chains...
bee-ant wants me to make the rope smoother.
means: I gotta rezise the chains and circles.
but the dots tend to slide outta the chains.
It's a little frustrating, becuse it's 1 of the major probs in GE.
When an actor hits a wall with greater speed or in a curve or something...
goes right through.

ok :oops: if you don't get what I just said, I'll post a video of the problem.
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Re: "realistic" rope, demo

Postby Bee-Ant » Mon Mar 10, 2008 1:21 pm

Oopz...I'm also geeting frustrated about making it...
Dot by dot rope...uummmm...wait, I have an idea...how about use "distance"??? :roll:
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Re: "realistic" rope, demo

Postby Kalladdolf » Mon Mar 10, 2008 1:45 pm

distance?
I'm trying to figger out how to use it in my code.
it's also a good idea.
I was going to make a demo about it. also see -> advanced topics -> "counting a circle path" (or whatever-it's-called)
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Re: "realistic" rope, demo

Postby Bee-Ant » Mon Mar 10, 2008 2:21 pm

Maybe you can use this code for dot rope
Code: Select all
if(distance(x, y, rope.x, rope.y)>=5)
{
    //keep the distance
}
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Re: "realistic" rope, demo

Postby Kalladdolf » Wed Mar 12, 2008 8:36 am

I tried this code once but something went wrong...
didn't work :(
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Re: "realistic" rope, demo

Postby moonmoon » Wed Mar 12, 2008 12:30 pm

me too.what should i do?
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Re: "realistic" rope, demo

Postby Bee-Ant » Wed Mar 12, 2008 3:07 pm

dunno :roll:
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