As the title says. Am I being stupid or does this generally not work?
You have to activate both physics and animation at the same time and it works.
That problem's fixed, but now I have a new one. The trigger activates the physics and animation fine, but when it does, the piston disconnects from the object I have it glued to underneath it. The object underneath stays where it is, so physics aren't being triggered on that.Originally Posted by sebbbi
Help me Mr.Developer Man.
Activating pistons can be a tricky manuever and without the right settings it generally ends up breaking the glue joint.
To properly activate a piston:
1. Set piston object properties: Physics ON, Animation OFF
2. Set trigger pointing to piston: Physics ON, Animation ON
Now, I'm 90% sure it is physics on, animation off, but off the top of my head I could be wrong, in which case just reverse them. Using this in combination with proper trigger pointing should make the pistons work flawlessly (Errors occur when selecting multiple objects from a single trigger).
This is how I did it on Skyway track as well. This is a good way to do it.Originally Posted by smokin411
The problem I have is that when the Piston starts working it jumps everywhere. Would I use a dummy object to keep the piston attached to object under it?
You could instead simply glue the bottom portion of the piston to the object it is resting on. (The piston is a 2 part object with the ability to glue the top and bottom half independently) If there is no object the piston is resting on the other choice would be to use a dummy object, or find an object nearby to glue to.
Oh thanks I never thought of the piston being two pieces. That just seems so obvious now!
Try using dummy pivots, while using these the pistons never move.