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Floating actor? http://45.55.195.193/viewtopic.php?f=1&t=12680 |
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Author: | kamakazibob [ Sat Nov 15, 2008 5:11 am ] |
Post subject: | Floating actor? |
Ok, so now with this new build I have many and Idea. One of them involves making an actor float. I've been fiddling arounf with the GlobalAccScalar variable and have set it to 0.0 on all attachable and and the actor and I've gotten no such luck as to have a floating actor. If this has been done before.. a hint as to who has done it'd be nice. |
Author: | macattack [ Sat Nov 15, 2008 5:23 am ] |
Post subject: | Re: Floating actor? |
kamakazibob wrote: Ok, so now with this new build I have many and Idea. One of them involves making an actor float. I've been fiddling arounf with the GlobalAccScalar variable and have set it to 0.0 on all attachable and and the actor and I've gotten no such luck as to have a floating actor. If this has been done before.. a hint as to who has done it'd be nice. what about zero gravity? couldn't you just make them 0 gravity? |
Author: | kamakazibob [ Sat Nov 15, 2008 5:29 am ] |
Post subject: | Re: Floating actor? |
Hrm? I was under the impression that GlobalAcc was the gravity modifier. |
Author: | striker121 [ Sat Nov 15, 2008 5:29 am ] |
Post subject: | Re: Floating actor? |
Define "Floating". That could be construed top mean a few things. What EXACTLY is it that you want them to do? |
Author: | kamakazibob [ Sat Nov 15, 2008 5:31 am ] |
Post subject: | Re: Floating actor? |
Literally float, well.. at least to the point where outside sources could alter their vector. Ie. set up so if you shoot it or give it some type of propulsion it would move in that direction. |
Author: | whitty [ Sat Nov 15, 2008 5:33 am ] |
Post subject: | Re: Floating actor? |
One word: mass. |
Author: | Exalion [ Sat Nov 15, 2008 6:17 am ] |
Post subject: | Re: Floating actor? |
to elaborate on whitty's point: setting global acceleration to 0 does nothing. you need to make it way 0 (although that will probably crash the game, make it 0.0000001 or something.) and THEN tweak the global acceleration variable. |
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