I have been trying to make a hammer that swings down, hits a long beam of some sort, and then shoots you into the air. Thus far I can easily accomplish this using only a single object to drop on the beam via trigger drop.
When I try to attach a trigger to a complex object like the hammer, the pieces break apart and fall separately. I then tried placing an object infront/underneath of the hammer head to block its movement, and using the trigger on that blocker instead. When I preview physics in the editor, the hammer drops a small amount and is stalled by the hammer, GREAT!... but then I go test the track, and the blocker drops out of the way before i get to the trigger.
Then, I started reading some other posts here... One suggestion was to set up the trigger to the arm end, and then glue together the whole setup. So here's what I built:
Rotation Base (Physics Disabled)
Free Rotational Hinge
Arm Base (Physics)
Arm (Physics)
Arm End (Physics Disabled, Trigger set to enable Physics) .end.
I then glued all the pieces together. Testing directly after this, the hammer does not swing, even after passing through the trigger. Back to editor, enabled physics on the hammer side of the object. Back to testing, the hammer drops before you hit the trigger.
Can anyone please tell me how I can use a separate object to move out of the way at the right time using a trigger OR how to use a trigger to activate the physics on an already built, complex object?
Many Thanks
Add Gamertag 'BathTubSailor' to see my first track "The Journey"
Here's how I made my off-balance windmill start spinning; it's sort of the same idea as a hammer.
Apply physics to the whole hammer, and glue a small, static object above or behind the hammer that will be triggered to explode/break. You might have to make the trigger enable physics in the static object, too.
I think this is the best approach, but it sounds like maybe something is hitting the trigger before you are. Is it possibly imbedded in another object?Originally Posted by BathTubSailor
For my hammer, I just put a piece of plywood right beneath the head of the hammer and had my trigger break it at the right moment.
to get a hammer to work, all you have to do is disable physics to one of the harmmers handles, and then have a trigger enable it.
I tried using a piece of plywood, and an I-beam as a stopper, but for some reason they still would shift before hitting the trigger that enabled physics on them. It def wasn't intersecting the hammer... Im gonna try and rebuild it, maybe a botched something along the way, I was getting tired and frustrated hehehe.
when making the hammer attach the trigger to the head before attaching the head to anything else thats what i did and i worked
For my Insidious track I made the arm the object with switchable physics for the hammers(for the hammer to destroy the environment I put triggers on the opposite side of the rotation hinge, so an extra pole at the back triggers them), Having the end of the hammer switch physics made them glitch out or move slowly I think. Also, I think objects wont get physics activated even through a trigger if they are too far away from the player camera.
I think you're right about this. It also seems to be true for whether or not placed bulbs actually emit light.Originally Posted by Zaarock
For my design, I created the hammer and gave it physics. Put a piece of plywood right underneath the head as close as I could get it without touching. Set a trigger in the path a little ahead of where the hammer would swing (swings across the course). The trigger has the "break/explode" property and is set to the piece of plywood.
Then, I wanted it to destroy part of the course as well (a bridge over an open area). I put a trigger in the path of the hammer swing that has the "physics" property and tied it to all the pieces of the bridge that would be hit by the hammer. The trigger is placed as close to the bridge as possible so the hammer will trigger it right before it hits the bridge, allowing it to destroy the bridge (too close and the hammer hits the bridge and comes to a stop, which looks bad, too far away and the bridge pieces start falling too early which doesn't look right either. Took a bit of trial and error to get it just right).
So rider triggers plywood breakage which allows hammer to swing. Rider then must pass section of bridge in path of hammer before it swings. If the wait too long it destroys the bridge in front of them.