1. #1

    Object works in editor / from respawn, but not in clean run

    As the title says, basically. I have no idea why, either. The object in question is basically a swinging bomb on a stick, which goes back and forth - you have to wait for it to swing past you, then sprint ahead before it swings back and kills you.

    It works perfectly, but if I play from the start of the track and reach that section without faults, it either refuses to move until I'm way past it, or it simply spazzes out and swings all over the place for no apparant reason.

    I've tried changing the way it is triggered from a piece of plywood attached to a trigger which blocks the path of the swing, to a piece of plywood above the swing, glued to one of the barrels, and breaks when you pass a trigger, but it still doesn't work.

    I can only think that something earlier in the level is messing with the object but I can't see how - there's nothing explosive that could interfere nearby, and the object blocking the path of the swing breaks as it should when I pass the trigger, it's just that the item doesn't swing properly if I'm on a clean run.

    Any ideas?
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  2. #2

    Re: Object works in editor / from respawn, but not in clean run

    How close is the trigger to the swing? I noticed the other day that if a trigger is in one complexity section and the triggered object is in the other it often doesn't work as you'd expect. I wanted to drop a large weight from a great height the other day, and realised it wouldn't release if the weight was more than one wall unit above the trigger.
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  3. #3

    Re: Object works in editor / from respawn, but not in clean run

    Physics in the game only work inside a certain radius from the bike. The issue you are facing is that the physics work a bit differently when the bike enters the area compared to the case where the bike starts inside the area. One solution you can use to work around this case is to have a trigger that activates the physics in all the target objects at the same time and have this trigger be much closer to the objects than the normal physics activation range. This way your thingy should work the same each time.
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  4. #4

    Re: Object works in editor / from respawn, but not in clean run

    Thanks for the help. I noticed the 'physics activate when close' thing when I was trying to find a solution a while back, I guess that explained why the swinging things at the end of Inferno II seemed to be going forever without losing momentum...

    I think I fixed it in the end as I noticed the problem occured if I went from the previous checkpoint as well. I condensed a few triggers and removed a few objects and it seemed to work.

    For the future though, for Jorma's suggestion could I make a physics object out lots of non-physics objects glued together, then when making the trigger I can LB Select each individual bit of the object for physics activation to make it work right?

    If so I might try editing the object, I didn't realise until recently that you could select individual parts of a glued object by pressing LB and then A, I thought you had to select the whole, then use LB to deselect everything you didn't want. Oops.
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  5. #5

    Re: Object works in editor / from respawn, but not in clean run

    someone please kill the spam bot
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