1. #1

    Multiple physics at once ...

    I'm tryin to make parts, all diff and all lined up, fall straight down, 1by1 set off with a trigger and I assume continued with a timer. Help plz, thnx
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  2. #2
    dasraizer's Avatar Senior Member
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    hi, from what I'm understanding you want objects to start falling when a trigger is activated just once, one at a time, until the object list has been exhausted.

    I'll go with my understanding of what your asking..

    outline:-

    you'll need a counter to go through the objects and turn on physics at some set interval, all started by a one shot (disable after hit checked) hit/area/some other trigger.

    you need to use the object array and object getter to point to the current object that will have its physics turned on, setting the index of the object getter to the counter.

    you will need :-

    an Area/Hit Trigger:- On Hit sends its impulse to a State Event which turns on an Interval Trigger (listed below)
    a Variable Data Source that is used for the counter
    an Object Array which needs to be set up to target all the objects you wish to fall
    an Object Getter, target the Object Array and set its index to the Variable Data Source (counter)
    an Interval Trigger used to time each drop
    a Set Value Event used to increase the counter to the next object
    a Physics Event to turn on the objects physics so it falls


    set up the Interval Trigger:-
    uncheck Enabled, set the timer for the interval to match your drop requirements, its default is 60 (1 second)
    check Disable After N and set the value to match the number of objects you have targeted with the object array.
    target the Select Event/Filter from the Interval Trigger to the Set Physics tile

    Set up the Physics tile:-
    inside set it to On and set the target the Object Getter
    point the Select Event/Filter to a Set Value Event

    inside the Set Value Event
    set it to Increase and set the value to 1, target the Variable Data Source

    and that should be it.
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  3. #3
    Easiest thing to do is use an area trigger and a physics event for each object you want to fall. You could also use this to start it then add an impulse delay then the next physics event ( repeat as many times as needed) but getting the timing right could be tricky.

    Area trigger( on hit -> physics event ) ---- physics event (event target = object )

    Or

    Area trigger (on hit -> physics event1 ) ---- physics event 1(event target =object1)/(event filter -> delay) ---- impulse delay(1second)/event filter -> physics event 2) ---- physics event2(event target = object2)/event filter to next delay and repeat as needed)

    Edit : das beat me to it, can't type very quick on this phone
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  4. #4
    Originally Posted by dasraizer Go to original post
    hi, from what I'm understanding you want objects to start falling when a trigger is activated just once, one at a time, until the object list has been exhausted.

    I'll go with my understanding of what your asking..

    outline:-

    you'll need a counter to go through the objects and turn on physics at some set interval, all started by a one shot (disable after hit checked) hit/area/some other trigger.

    you need to use the object array and object getter to point to the current object that will have its physics turned on, setting the index of the object getter to the counter.

    you will need :-

    an Area/Hit Trigger:- On Hit sends its impulse to a State Event which turns on an Interval Trigger (listed below)
    a Variable Data Source that is used for the counter
    an Object Array which needs to be set up to target all the objects you wish to fall
    an Object Getter, target the Object Array and set its index to the Variable Data Source (counter)
    an Interval Trigger used to time each drop
    a Set Value Event used to increase the counter to the next object
    a Physics Event to turn on the objects physics so it falls


    set up the Interval Trigger:-
    uncheck Enabled, set the timer for the interval to match your drop requirements, its default is 60 (1 second)
    check Disable After N and set the value to match the number of objects you have targeted with the object array.
    target the Select Event/Filter from the Interval Trigger to the Set Physics tile

    Set up the Physics tile:-
    inside set it to On and set the target the Object Getter
    point the Select Event/Filter to a Set Value Event

    inside the Set Value Event
    set it to Increase and set the value to 1, target the Variable Data Source

    and that should be it.
    Did everything step by step. Used area trigger. Nuthin worked
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  5. #5
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  6. #6
    You may need to adjust the size of your physics bubble as any object you want to move with physics on has to be in range, select the little red box in front of the rider (bubble is normally set to 20m I think)
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  7. #7
    Area trigger -> Physics event [object 1] -> delayed impulse filter -> Physics event -[object 2] -> delayed impulse filter -> Physics event [object 3] ...and so on.

    Use das' code if you have many, many objects, otherwise this way is simpler and less resource intensive.

    Edit: Oh, you just posted a pic and you do indeed have many objects.
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  8. #8
    Physics bubble set to 75ft. Didn't change anything.
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  9. #9
    Did u try it the easy way?

    Area trigger - physics event
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  10. #10
    Waaay to many items to keep track
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