what? THE FORGE???!!!Originally Posted by stiggyhead![]()
Bah, just found two new bugs again.
So many bugs RL!!!
1. An OPE'd area trigger doesn't work when its physics is off. When physics is on, then it works.
2. A "no contact response" object doesn't send an impulse with the hit trigger as it should.
I recently tried to glue two rocket exhaust effects (from the dlc) to each other, but this does not work. Each effect when selected disappears, and then the cursor freezes.
This can be worked around by gluing first to another object, then adding more rocket effects, then deleting the other object.
I'm making a movable game character with an OPE, but when I set the starting location to the x, y, and z coordinates I want and watch the OPE set its position, it just drifts off endlessly, even though I never set it to go anywhere beyond the starting spot. This should not be.
For a jump-able character from the FPS example, I used an OPE'd area trigger below the chrome ball that checks if it is hit on the ground and static objects, that it will activate jump button, but if the area trigger comes to a static area trigger in the map, you can just jump so high till the area trigger under the chrome ball has left the static area trigger. I can avoid it just to exclude it, but I can forget it to exclude it, so the area trigger shouldn't be as an object that can activate with other area triggers.
hi i noticed something concerning in the editor;
an object info data source(OIDS) was linked to a rotational hinge (the hinge limits are tied to a curved data source to get a back and forth waving effect) the hinge is attached to the riders leg and to a dynamic object.
the OIDS reads 180. i then set the comparison value of a generic filter to the OIDS the generic filter is set to equals 184. (i want a sound to play every time the hinge hits 184)
everything looks good then i test track and get no reaction. when i return to editing the OIDS reads 0.00 and wont read the hinge angle until i copy it or create a new one.
also i noticed that attaching multiple hinges (and especially attaching a area trigger with a hinge) to the rider, causes random massive location shifts in some of the attached objects.
in the worst case i had created a harness for the rider to make him a puppet and the object i was using to tie all the hinges to suddenly relocated to space (well beyond the sky limit. so far as to be invisible) i couldn't retrieve the object and had to revert to an earlier save and avoid attaching a trigger to the harness.
* Using a check point as a trigger could bring problems activating the used tools.
* If you try to glue two tornadoes the cursor will be blocked.
i fully destroyed the editor today. many hinges attaching complex objects to the riders various parts, and i was using a variable data source to alter gravity to create a jump effect.
i had set one object above the rider to positive gravity and an object below the rider to negative gravity to keep him upright. i couldn't trace the glitch because so much was going on. but any alteration to seemingly unrelated impulse chains or objects would create massive gravity that instantly crushed the rider into the floor. undoing did not change it back and even resetting all gravity changes to default had no effect.
furthermore i could no longer select the rider and even when i started a "new" track i could not select the riders' separate parts. i had to sign out and sign back in before i could again select his hands, boots etc.
heres a simple way to crash your xbox;
step one use a glue point and select the game camera target as a glue member. the target then teleports outside the game area.
now delete the glue..... instant crash every time.
created several glue groups
started adding to one of the 1st glue groups i created and then deleted an item,
it messed the internal order of the glue structure making it hard to select an item,
i found if i create a new item in that glue group and try to highlight it, it highlights the last one created before the newest!
i noticed that all old orignial (was done in one hit) objects in the group still highlight correctly.