Hello again! Is it possible for an object to keep its tragectory and/or velocity after being transported by an Ope? Im using the bullet technique and shutting off the interval and datasource before it finishes so the object with physics on has freedom to move, but it just stops and drops down. I dont want to use the emmiter cause it would defeat my purposes for this track. Thanks for any help or ideas?
Did you try to have an area effector at the end of the bullet path? That way you turn off OPE and then physics kicks in
Hey bud! Yeah! That was my first attempt but it didnt continue its path. It just drops a little then it gets pushed. There must have been some technique before the DLC. But thanks for trying.Originally Posted by Jarr3tt88![]()
If the drop is consistent blow it upwards a bit, than forward like you want. Use a larger force? Was the area effector the same force throughout checked (100% or something)? Because if not that might be an issue.Originally Posted by DeadEXit
Yep! I dropped everything to 0 and raised the force alot but still did the same thing except go faster after it stops and drops. All it needs to do now is roll dead.Im not giving up cause i know theres gotta be a way.
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Well its going to drop because of physics pulling down after leaving the "forward" force lol For it to continue forward, you'd need some kind of OPE. Why not just continue it in the 'x' direction only (local movement) Or also have an up and down force of equal so it only goes forward.Originally Posted by DeadEXit
The object needs to bounce off of other objects. So I tried to glue the area effector and invert the force but it still does the same. Dagnabbit!!! My object is the Game character so the emitter wont work out of the physics bubble.Originally Posted by Jarr3tt88![]()
Oh? That can still use OPE! Just change the direction of when it hits something using the hit triggers....no?Originally Posted by DeadEXit
what about applying the force moments before you release the OPE, giving the physics side time to settle, also maybe keeping physics active on the bullet while being OPE'd could help.
[QUOTE=Jarr3tt88;0]Thanks but i just let it finish its impulse now. Its obvious that this wont work cause the object wasnt moving to begin with. If only i understood how to script the objects limitations and angle rotations using OPE.Originally Posted by ":[/QUOTEBut thanks for trying Jarr and das!
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