Yeah if the glue worked as we expected it too then life would be so much simpler.
I'd like to see a response from Sebbi or ANBA regarding this.
The lift at the start of Dynamic Range is whats buggin me the most. If they can do it then we all should be able to.
Please share your knowledge devs!!![]()
Well I found I could build the levers for an elevatoruse 2 to keep the elevator from tipping towards the screen) and glue it to my elevator base (with no connection in between it's quite a weird trick), but I have NO idea what they used for weights and parts to make it work well because it certainly doesn't work smoothly with just any old thing. Hard thing to pull off so I'm not going to bother again.
I'm sort of having the same problem, I'm making an elevator out of an upside down steel cage where the rider drops into it and a trigger at the bottom activates the cage and two I-beams I used for guides glued to the bottom. I used three terrace pillars on each side of the cage, and big concrete blocks & metal plates in front and back to guide the entire thing down. The narrow opening is on the front (forward driving) end so when the rider hits the bottom he can just drive out.
|___| <--Cage
|o|o| <--Pillar/I-beam/Pillar/I-beam/Pillar
Well this thing drops mad fast down about 5 stories to slam at the bottom. 9 times out of 10 will make it to the bottom, but every once and a while will get jammed up midway down. Also about 75 percent of the time it hits so hard that it kills the driver, since the is no roof on the elevator, the cage falls slightly faster than the rider, which I think may be the cause of this.
So I'm looking for a solution, something to slow this thing down or a way to construct a stable elevator (so I can make a roof) with openings at either side of the riding line. Any suggestions?
Maybe this will help you guys.
When you use a trigger to activate physics that points to *multiple* glued objects, they will inevitably always fall apart. HOWEVER, if you activate one object the glue is left unchanged. So, the rule is when activating physics to glued objects, activating one object leaves the glue unchanged to the rest but activating multiple objects the glue linking them will be erased.
When I build a large object made up of smaller physical objects I leave one object without physics to keep the structure from moving, and I activate that non-physical object to make it work. If it's a little more complex I use a few triggers pointing to single objects in key places for my design to work. You must build your design around the notion.
If you however already know this, then why is it not possible to make any of your designs?
^^^ only time i ever use the small plank. objects always bust to pieces with physics activating it. i just use the same technique, place it where a small piece can explode/fall out of the way to make it all work.
Glue between two objects that both are not physical does not work. At least one of the objects has to be physical. This can be a problem if you are triggering physics to bigger glue groups.Originally Posted by EuphoricFusion
Yeah that's what I kind used to get my elevator to work better (see my post above).Originally Posted by sebbbi
basically I made the cage with physics already turned on and left the two I-beam guiders below with physics off then switch them on with the trigger instead of the whole thing, falls a lot smoother now. Still a bumpy landing though hehe.