1. #1

    Physics joints and triggers

    I have been trying to figure out how to get joints physics to work using a trigger. No luck so far.

    EX: A wire or cable that is in the way of the rider strung along 2 poles. Using a Physics joint (ball socket) on one end of the wire and the other to the pole, physics enabled, I get the wire to "break" when the game begins but I want the wire to break when the bike/rider get to a certian ramp. Any info would be helpful. I cant seem to find it in any of the tutorials.......yet.

    Appriciate any help.
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  2. #2

    Re: Physics joints and triggers

    For that you need to disable the joint. So you need Trigger -> State Event (off) -> Joint
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  3. #3

    Re: Physics joints and triggers

    I tried that multiple ways last night but no luck, I have 2 telephone poles using 2 sections of rope as the "wire". Nothing is glued together, just used ball joints set at 90 degrees, attached one joint to the pole the other to the rope (one on each end) pivoting where the pole and rope meet, the ropes meet in the middle where the "break" happens.

    Having the joints enabled and making a test run, it works as planned except it happnes when the game starts instead of when the rider hits the ramp right before the wires. I disabled the joints, used an area trigger and the state event but when the game starts the wires fall off the poles.

    Any other ideas or do you see something I'm doin wrong?
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  4. #4

    Re: Physics joints and triggers

    are the ropes joined together with a joint ?
    you need pole, joint to rope, joint to other rope, joint to other pole
    now just wire a trigger to state event for the joint holding the 2 ropes together in middle (leave the rest active) to switch it off and seem like a break (as I think bobozilla meant)
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  5. #5

    Re: Physics joints and triggers

    Using a State 'Off' Event on a Physics Joint, as bobozilla mentioned, will actually completely disable the Physics Joint for the two objects connected together. It's basically like making the Physics Joint not exist. This'll make the two objects fall apart, as if the joint isn't there.

    What it sounds like you need is a Physics Event that enabled Physics on your Rope objects. You should make sure the Physics are disabled for the Rope Objects to begin with.

    You may have to muck about with the placement of your ropes, as Objects don't like to be clipping into each other when physics are enabled, and they might spaz out a little.

    I had a very similar situation where I was using Pipes instead of Ropes. The way I solved it was to have an extra Pipe object in between the two Pipe objects that I wanted to collapse with their Physics Joint. Along with enabled Physics on the Pipes, I had the extra centre pipe disappear (thus omitting it from any collision detection) with a Visibility Event.

    Hope that helps!
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  6. #6

    Re: Physics joints and triggers

    I got it to work for one of the ropes but then it went downhill from there. I have to get to work. Will work on it later tonight. Thanks for the help and if you can think of any other ideas feel free to let me know.
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