We've built a cool jet and managed to get it to fly amazingly, but we can't seem to get it to drop it's bombs. If the bombs are glued to the jet I can't really do much with them. I have tried connecting the bomb and jet with a breakable item, creating a breakable cradle for the bomb, programming the bomb to follow just under the jet (although only successfully in 2 planes), and we can't seem to get anything to work. We figured out how to make kick-*** rockets too, but we can't figure out how to carry them and release them from the jet. Can someone school us?
Thanks
I'm at work So i can't give s detailed answer. But you ll want to use the object position event. Have the bombs get their position from the vector position tool then the x y z goes into the ope which is connected to the bombs
http://forum.redlynx.com/forum/viewt...9043&start=360
here we had some discussions about this that might help
thanks for the quick responses. the OPE won't let me select the bombs individually if they are glued to the jet. Do they need to be glued, or should I be trying to get the bombs to fly along with the plane as separate objects?
glue some dummy's to the plane and use those as ope start positions
Well I just did something similar in my track. I wanted the rider to pick up a bomb, carry it and later drop it. I glued the bomb with a dummy object to use it with an ope. From there you just take the info from the object you want the bomb to follow (in my case the rider), you'll have to move the bomb probably in the glue group a bit to get the right orientation since the pivot determens the orientation and you can't rotate that. If you want it to keep the orientation from the bomb aligned with the object you'll have to put that information in the ope too.
I'm not sure how i'm going to drop it tough. Probably just make it invisible and put a second one on the place i want the rider to put it.
This. Don't glue them, thats what the OPE does!Originally Posted by capmdruber![]()
Why not simply joint the bomb under the plane and disable the joint when you want it to drop. It will naturally continue its flight with the same speed while descending, and it explodes where it hits if its still inside the physics bubble. Should work perfectly if you put the weight and collision values properly.
The problem with the OP method is that when you teleport the bomb to the correct drop position. It will just drop down when it should also continue forward with the planes speed. Better to use the object spawner thingie event if you want it to have a starting speed, but that too is not as good as the joint method if you have room for all of the bombs. Of course if you want like a billion bombs, then the "spawner" method would be best.