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Ropes: binding & hanging things


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IIRC there was a whole discussion about binding things to ropes. I don't remember where it is, though. I don't recall the conclusion, but my own experience with attempting this showed that the bound item did not behave as expected (the rope would go this way and the item would go that way). Probably due to the physics of the rope, which has multiple sections.

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I think the discussion was on Pranqster's map about the pagan village, he was making a lot of tests on binding the boards to a rope bridge and the problems you would get... I would also be interested in knowing if you could transfer energy like that, a weight tied to a rope that hits something else and knocks it over (like a wall), but it appears to be impossible?

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Ok this has just reminded me of an old question:

 

Why is it when the player drops/jumps onto or steps on to something that is moving like the above, the player dosent move..? its very immersion breaking. :-(

 

I would like when the player is standing on the pallet that he/she swings with it etc.

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Just take it for granted that D3's physics system is borked & can't do very much.

Be nice if somebody out there rigged a good physics system in id4, but it'd take a lot of work.

I'm just hoping we're lucky some other group does it and we can take it, because I don't think anyone on our team has the time to do it.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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If it's anything like hanging bodies, if you move the thing it's going to shake like CRAZY all over the place, very glitchy. Maybe a bigger object like a pallet won't suffer from that issue. Good luck.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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If it's anything like hanging bodies, if you move the thing it's going to shake like CRAZY all over the place, very glitchy. Maybe a bigger object like a pallet won't suffer from that issue. Good luck.

Well another idea is to build a complete brush/patch model of assy and then make it a chain entity, I will give that a try and see how it behaves.

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