1. #21

    Re: Gun Game

    Just to add a couple of points.

    You can make the physics bubble follow a dummy object, then just move the dummy object and bubble wherever you like.

    Also, the google docs tutorials include a tutorial for simulating trigger activation. It uses distance operators and filters instead of the physics bubble (which is pretty much what Das said earlier).
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  2. #22
    Jarr3tt88's Avatar Senior Member
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    Re: Gun Game

    Originally Posted by JaminBen007
    You can make the physics bubble follow a dummy object, then just move the dummy object and bubble wherever you like.
    This is how I made Trialsopoly work
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  3. #23

    Re: Gun Game

    Originally Posted by Jarr3tt88
    This is how I made Trialsopoly work
    What did you need physics for in trialsopoly? I thought it was all animation based.
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  4. #24
    Jarr3tt88's Avatar Senior Member
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    Re: Gun Game

    Originally Posted by JaminBen007
    Originally Posted by Jarr3tt88
    This is how I made Trialsopoly work
    What did you need physics for in trialsopoly? I thought it was all animation based.
    Triggers my friend on all the spaces.
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  5. #25

    Re: Gun Game

    Oh ok. I thought you used co-ordinates and filters.
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  6. #26
    Jarr3tt88's Avatar Senior Member
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    Re: Gun Game

    Originally Posted by JaminBen007
    Oh ok. I thought you used co-ordinates and filters.
    Sounds extremely complicated haha All I did was move forward local 'x' position. and used "scalers" so change when the piece was rotated. 640 ticks was the whole board. So when it reached 640, sent impulse on true to increase another 640 ticks. Pretty genius I must say! The whole code was less than 20 tool cards.

    The triggers had on active and on inactive. On active send decrease 1 to a VDS. When that reached 0 (stopped on the square) sent impulse to all necessary coding, rent, change player, sound, etc.
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  7. #27

    Re: Gun Game

    HEY! This is not a social thread lol joking all I done in the end was put the custom collision into a sphere then used that as the bullet then went into advanced setting and made the physics joint follow the custom collision, was more simple then what I was trying to do
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  8. #28

    Re: Gun Game

    Another problem.. When I set the curve data sources to looping to move the bullet it only seems to go half way in the testing then it drops.. So say I have 6 targets to test with.. I take looping off.. And the bullet hits perfect BUT then drops down after hitting and hits the rest.. Is the something I can set up so that when the trigger get's activated it will stop the bullet from hitting other targets? Thanks hazard.
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  9. #29

    Re: Gun Game

    Done don't worry, I hooked up a physics event set to off with restart checkpoint checked so the when it hits a trigger then drops it doesn't effect the target below because physics is straight away set to off should have tried before posting, my bad
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