Now, I'll try to explain this as best as I can.
I need to, in TGF, create an object, which will
have many copies of throughout the stage, that has
a working and realistic gravity, that can be
manipulated. Worst part, Since there will be so many,
I can't use detectors. They are not all square and may
rotate.
Think of a rectangular box, that can be lifted by the
player, or flung by an explosion. Then it will settle
based on gravity.
And I need to be able to change at will X and Y speeds,
based on their original speeds.
Man this is hard.
A little help please?
-Above post is ancient and probably irrelevant-
An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.
Julia: I'm not sure if you get my problem.
That is what I was doing. It was trying to
develop a collion method, on 2 axis', that
was a problem.
Tigs: Hmm, sounds like what Julia was talking
about. I've seen your explosion + boomerang
examples.
I need them to not just slow down vertically,
but land on their flat sides.
JonWoG: I simply don't have MMF.
-Above post is ancient and probably irrelevant-
An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.
Hey, I created a gravity-engine a month ago. It's sort of a bouncing ball that gets pulled down with gravity, it works on multiple objects and uses no detectors. You can manipulate its movement easily by changin its alt Values .
The bad points are, that it looks a little fake (it bounces before it hits the ground), if the box has animation, it can get stuck, and the worst: it uses 2 Alt Values. You only have one left.
woops, forgot to give the engine
heres the address: members.lycos.nl/zhouman/bouncingballengine.zip
use arrows to control the balls, click on the button to give a boost in the alt value A (thus making it bounce)
Hope you find it usefull, otherwise i probably totally misunderstood your story
Hernan: That is what Julia was talking about,
aka that is the minimum required knowledge to understand
this thread.
Tigs: I admit, if you can find a way to fast loop them to
the object, detectors are fine. Of course, spreading and
loop steps are the basics of that, but how do I check after
placement?
JonWoG: About.
I wish someone would make an extention. That would cut 90%
of this work, but I would not know how to do it and it
would need a lot of controlability.
-Above post is ancient and probably irrelevant-
An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.
Of course it's doable without detectors, you just move the objects one pixel at a time and check for collisions as normal. (Or use Move Safely object to make it easier, but that's MMF only)
Keep in mind that it's the rotating to land on the flatter side that
I can't figure out. I got the movement basically down.
-Above post is ancient and probably irrelevant-
An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
10th June, 2004 at 02:12:14 -
Object collids with ground - Directioncalculator(rotate towards right)
hmmm..I just read the whole post again, and I think I (finally) understand your problem. It's the box landing on the ground that's bothering you. Next time, be more specific about what the problem is.
Anyway, why don't you try it doing the simple (and unrealistic) way like Assault Andy suggests?
If you really want it to do the hard way, I'm sure it's possible to do it without detectors. But you'll need exact precision of the pixels and you'll need goniometry