Many times ope's have been sketchy for me. Working fine then the object goes way too high sometime, etc.
What bugs me a lot is when you're doing a lot of work around a CP so things keep triggering from the CP....then you have to turn off the events or makes things invisible again, etc...
Originally Posted by Jarr3tt88
yeah Ope's are "on their own" sometimesi think i won't last long without having a new problem
@b2c3: yeah i know what you mean, i stopped using many events n stuff triggered by the CP, bugs too much, too many times![]()
I find the vector cards tend to lead to the timings having a mind of their own and a limit of about 2 seconds. :S I've gone back to doing it the old fashioned way now and they always work fine.
Originally Posted by Barrybarfly
i haven't really used all the vectors yet, i'm happy to know how multiple movements on one object works
but as with many thing, back to oldschool comes with better results... most of the time^^
I find that some objects are buggy/inconsistent using opes with data sources and sometimes weird stuff happens with stuff glued together. i was constructing an object with multiple glue groups using multiple opes. worked fine until i rotated these objects. some of them worked correctly while others weren't acknowledging that i manually rotated them and were moving relative to the original orientation still. I fixed this problem by ungluing and re gluing...and deleting and reconstructing in a couple of cases.
Some objects like small tree stumps and plastic crates are bugged. try moving a plastic crate aligned to the drive line in one direction along the x axis and leave it looping. over time it slowly drifts along the z axis. need to confirm if this one is reproducible, but the following example certainly is.
try rotating a small tree stump (cant remember whether its pitch, bank or whatever) but one of them makes it fly away into the distance at high speed.
The moral is, don't 100% trust any of the editor tools.
I've had simple physics obstacles suddenly break themselves after 200+ succesful test on just THAT obstacle. I don't even pretend to understand the editor
for the multi ope problem did you rework the math behind the movement too? or was it fixed by just rebuilding, it can happen that something in the math was causing local movement effects(rotating over 2 axis can cause local drifting depending on how its coded)Originally Posted by D2Dahaka
will check later about the treestumps, i guess its something like moving waterplanes localy?
is the drifting of plastic crates only for plastic crates? what did you code movent with ope+1cds?
i just did some tesing and couldn't make the tree stump fly away at high velosity(tested for all angles and combinations, checked the 2treestumps and the 5 variations of it, tested with global and local rotation)Originally Posted by D2Dahaka
maybe you shoud try to reproduce it?