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Laraso
Joined: Sun Feb 21, 2010 10:40 pm Posts: 97
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Re: Collideable MOSRotating?
No, I don't think that is what is causing it. That video just shows someone playing as a dummy and a random glitch.
Have you tried raising the material to something even stronger like test material?
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Sun Jun 13, 2010 2:54 am |
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LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
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Re: Collideable MOSRotating?
Same effect with Test, Mega Metal and Door Metal.
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Sun Jun 13, 2010 4:57 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Collideable MOSRotating?
Depth/resolutions
Copy them from the vanilla doors
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Sun Jun 13, 2010 5:31 pm |
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LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
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Re: Collideable MOSRotating?
Still breaks ._.
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Sun Jun 13, 2010 6:22 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Collideable MOSRotating?
Oh.
Stop using MOSRotatings. Constant collision doesn't work in current engine.
Use immobile doors instead.
Or I don't know what the problem is, the thread is unreadable.
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Sun Jun 13, 2010 6:33 pm |
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Laraso
Joined: Sun Feb 21, 2010 10:40 pm Posts: 97
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Re: Collideable MOSRotating?
Have a look at this mod. http://forums.datarealms.com/viewtopic.php?f=61&t=16805I haven't personally looked at the code myself, but it accomplishes what you are trying to achieve, a bunker module that can gib. Maybe it can help you. EDIT: I just looked at it. It appears to work by using a MOSRotating as the base and using attachables for the different parts. Maybe you could try something similar, and build it out of attachables?
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Sun Jun 13, 2010 9:56 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Collideable MOSRotating?
Still wouldn't be collideable.
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Sun Jun 13, 2010 10:16 pm |
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