Create a trampoline plate, create a piston, create a plate under the piston... Turn physics on for all these objects. Then select the trampoline plate and glue it to the upper half of the piston. Then select the lower plate and glue it to the lower half of the piston. After this glue the lower plate to any object under the trampoline if you want to make it firm and stay put (not jump around).
Is there any way to make the push pistons remain in the pushed out position once they've been activated? I don't want the piston to retract in on me.
edit Also, is there any way to make a piston not jump around? I tried doing what the other user in this thread mentioned, but it didn't work at all. It reacted the same.
I glued the bottom half of the push piston to the plate underneath it and still it jumps around on me. I'm not trying to create a trampoline or anything like that. All I want is for the piston to push out and and stay glued to the object underneath is.
Use a dummy pivot as a glue. Er, create a dummy pivot and glue that to the floor and the piston rather than gluing the piston right to the floor. You don't even need a floor if you disable the physics on the dummy pivotOriginally Posted by ORNSEN
I have no idea how to keep the piston pushed out, I've tried using triggers but they can't seem to disable animation, only enable it![]()
Use a dummy pivot as a glue. Er, create a dummy pivot and glue that to the floor and the piston rather than gluing the piston right to the floor. You don't even need a floor if you disable the physics on the dummy pivot
I have no idea how to keep the piston pushed out, I've tried using triggers but they can't seem to disable animation, only enable it![]()
aaah, so that's what the dummy pivot is for...i hadn't really dabbled with it much to know anything in depth about it.
And for the trigger not being able to disable animation is quite tragic, but tolerable.
Now if only you could set a specific numbered angle degree of rotation for the hinges (ie. "rotate hinge 44 degrees counter-clockwise") everything would be honky-dory.
To make a piston or any other object move then stop - create whatever it is that u want to move then create 3 triggers, set 2 away from the object and 1 on the driving line. then select any other object i.e. small plank that will fall through the 2 triggers . the trigger on the driving line turns on phys on the plank, the first trigger the plank falls through activates phys for the object i.e. piston, the second trigger the plank falls through has all the boxes NOT selected this is also linked to the piston. when u drive through the first trigger the plank falls ,this hits the trigger setting off the piston, the piston pushes out, by then the plank should of hit the second trigger which will turn off phys on piston. with a bit of tinkering with the spacing of the triggers you can get it to stop when u like. But...... i have found that the pistons and the motors can be a little unpredictable, the pistons dont always activate at the right time and if the trigger to turn off everything is hit it will freeze the piston before it has a chance to move at all. i hope this is of some help but after playing with this idea for a while i came to the conclusion that this works fine on normal objects but the pistons are a pain to get set up right and even then it doesnt always work![]()