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Physical response?? what the...
Posted:
Thu Feb 09, 2006 11:30 pm
by duracel92
Physical response, hwo do youo get it too work, on my first game it worked now??? nothing happens the actor and walk straight off? and into nowhere..
if i put the event mass at 100 (starting with the actor that will be hit) and the actor to hit into the abov on 0.1? how does that not work?
oh yeah, the velocity multiplyer is 0 (actor to be hit) 7 for the other? (moving velocity is 7 on key down event)
Posted:
Fri Feb 10, 2006 4:07 am
by Fuzzy
Depending on what you are doing, you can leave the mass set at the defaults. If you are trying to stop both actors from moving, put both multipliers at zero.
The only time you'd use a non zero multiplier is if you want to have one actor hit the other, and cause it to start moving, or if you wanted something to slow down.
Two good examples would be a pool game, such as billiards, where the cue ball should stop after striking another ball, and the other ball should start moving.
The other example would be a golf ball rolling in grass. a collision event with the grass would use something like collide actor mulliplier 0.9, so that each square of grass would slow the ball further and further.
If I had it all wrong, and you want to do something different, please post again.
Posted:
Fri Feb 10, 2006 4:11 pm
by duracel92
ive tried putting them to zero... nothing happened...
Posted:
Fri Feb 10, 2006 5:18 pm
by Novice
If you are using infinite actors its a bug, it happens when trying to collide with an infinite actor out of screen.
Posted:
Fri Feb 10, 2006 5:23 pm
by duracel92
nope not an infinite, the walls are only a few pixels wide, i wonder if thats a problem... the only infinite actor is the grass to walk on...
Posted:
Fri Feb 10, 2006 5:40 pm
by Novice
Try ticker walls, just to tell you if your character walks off screen he will fall thru the infinite grass.
Posted:
Fri Feb 10, 2006 6:44 pm
by duracel92
it won't work the game is a "birds eye view game"...
Posted:
Fri Feb 10, 2006 8:34 pm
by Fuzzy
You need walls that are thicker than the actors velocity. If your velocity is greater than the wall thickness in pixels, it can cause it to "leap" past the wall.
Posted:
Sat Feb 11, 2006 7:05 am
by Troodon
ThreeFingerPete wrote:The other example would be a golf ball rolling in grass. a collision event with the grass would use something like collide actor mulliplier 0.9, so that each square of grass would slow the ball further and further.
It is working like that? I tought that the actor will stop when it collides the corner of grass. I'm using multiply of 0.0001 when I make physical respnse+gravity things.
Posted:
Sat Feb 11, 2006 10:01 am
by Fuzzy
tekdino wrote:It is working like that? I tought that the actor will stop when it collides the corner of grass. I'm using multiply of 0.0001 when I make physical respnse+gravity things.
If you use say 0.9 for a multiplier, and your velocity is 10, then you will slow to 9 velocity, and in the next grass collision, you will slow to 8.1, then 7.3, then 6.5... never quite reaching zero.
Posted:
Sat Feb 11, 2006 11:33 am
by Troodon
Thank you!...but...but...when I use multiply of 0.001, the actor stops at once.
Posted:
Sat Feb 11, 2006 2:34 pm
by duracel92
ThreeFingerPete wrote:You need walls that are thicker than the actors velocity. If your velocity is greater than the wall thickness in pixels, it can cause it to "leap" past the wall.
I have done this using a different actor to surround the walls, and having done the collision event the actor can still walk through walls...