Hello it's been 3hrs that im in the editor just trying to set-up a kind of pinball FLIPPER.
that will propulse the rider in the air... not to strong, not to high and whit a fluid realistic movement !
whit object position event, well, i got full control on the force and the realistic of the movement... but, damn... the player past trough the object, stuck in it or whatever...
i got to utilize physic joints and is angular motor, whit the flipper as physic on... but its hard to make that Flipper come back fluidly to is original place (once the motor off and ready to the next hit).
the piece keep bouncing etc...
after the hit, i add a object event to restart at it first place... it work... but goodbye fluidity... even whit a good timing... cause the timing is never the same whit the rider.
hope you understand what i im trying to say !
if not, well.
explain me how you would made a Flipper that the rider can bounce on him like in HD
Thanks.
I find physics joint angular motors very confusing. Never really been able to control the movement as much as OPE.
Try this though: Use a hard point to point physics joint connecting a dummy object(With NO physics) and your flipper(with Physics ON). Mess around with the pivot location so as to get the right rotation angles but the idea is that moving the dummy object moves the flipper along with it. Use OPEs on the dummy object to get the rotation. The rider/bike won't get stuck in the flipper because it has Physics enabled this time. If you get some wierd behaviour mess around with the advanced joint settings such as Pivots Combined(I think should be ON), joint strength and the flipper's gravity settings.
I've only really tried this with a simple elevator and for sure it's better than just using an OPE on an object without physics. I'm not sure how it compares to pure physics joint motor movement though.
I hope soOriginally Posted by Patabarnack Go to original postLet me know if it works out well, I'm actually curious how that would turn out but can't test it myself today.
you can use curved datasources on physics joints in nearly the same way like on opeOriginally Posted by damassacre Go to original postits not working on all physics joint types, but for most of them. enjoy
i just test it and it work pretty well...Originally Posted by damassacre Go to original post
nice smooth movement and rider don`t past trough the object !
like you said,something like:
dummy, physic joint rotation, flipper physic on.
and
dummy, point to point smooth, OPE.
just have to place those pivot at the right place and... voila!
thank.
i have to test your trick too Core2...looking simple to.
thanks guys !
Woah! Thanks a lot for this method Core2TOM. I've always wondered what was the "right" way to do this. When I tried it I would usually keep the upper/lower limits constant and then change the force/target velocity with data sources. That's why I never really got any control of the movement. It completely went over my head to do the opposite: Keep force/velocity at a constant high and change upper/lower limit with data sources.Originally Posted by Core2TOM Go to original post
Just bear in mind that changing the physics joint's values dynamically is extremely heavy for the physics engine and should not be used for a lot of joints. That's because every collision pair has to be recalculated on every value change, which is normally done only once when the objects enter the physics activation area. Same goes for setting the joint strength higher than required, if it works on 2, set it on 2.
i finally utilize the way show in the video.
simple and its working great !
thanks!
the skill game is finish... it was more time consuming that i first tough...
i will release it, when im sure i got no more idea/details to ad
its a "target hunt" skill game whit "kind of" a jet pack ability on the bike and a fire boost fly at the top end.
i need a title, hard to find for me in english![]()