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Re: "realistic" rope, demo

PostPosted: Mon Mar 10, 2008 8:37 am
by Kalladdolf
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.

Re: "realistic" rope, demo

PostPosted: Mon Mar 10, 2008 1:21 pm
by Bee-Ant
Oopz...I'm also geeting frustrated about making it...
Dot by dot rope...uummmm...wait, I have an idea...how about use "distance"??? :roll:

Re: "realistic" rope, demo

PostPosted: Mon Mar 10, 2008 1:45 pm
by Kalladdolf
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)

Re: "realistic" rope, demo

PostPosted: Mon Mar 10, 2008 2:21 pm
by Bee-Ant
Maybe you can use this code for dot rope
Code: Select all
if(distance(x, y, rope.x, rope.y)>=5)
{
    //keep the distance
}

Re: "realistic" rope, demo

PostPosted: Wed Mar 12, 2008 8:36 am
by Kalladdolf
I tried this code once but something went wrong...
didn't work :(

Re: "realistic" rope, demo

PostPosted: Wed Mar 12, 2008 12:30 pm
by moonmoon
me too.what should i do?

Re: "realistic" rope, demo

PostPosted: Wed Mar 12, 2008 3:07 pm
by Bee-Ant
dunno :roll: