Bikerdude 3741 Posted September 22, 2012 Report Share Posted September 22, 2012 I have a rope I would like to have something from the bottom of it, in this case a wooden pallet. How do I bind the pallet to the rope so that it moves when the player lands on the pallet..? Quote Link to post Share on other sites
grayman 2974 Posted September 22, 2012 Report Share Posted September 22, 2012 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. Quote Link to post Share on other sites
RPGista 603 Posted September 22, 2012 Report Share Posted September 22, 2012 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? Quote Link to post Share on other sites
Bikerdude 3741 Posted September 22, 2012 Author Report Share Posted September 22, 2012 So a fixed chain it is then. Quote Link to post Share on other sites
Bikerdude 3741 Posted September 22, 2012 Author Report Share Posted September 22, 2012 Well did the next best thing - created a cradle for the pallet to sit in, added a bunch of chains and bound them all to the cradle, then created a func pendulum and bound the cradle to that :-) Quote Link to post Share on other sites
Bikerdude 3741 Posted September 22, 2012 Author Report Share Posted September 22, 2012 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. Quote Link to post Share on other sites
rich_is_bored 281 Posted September 23, 2012 Report Share Posted September 23, 2012 The physics engine doesn't properly account for player/object friction unless you use a func_mover. In Doom 3, physics props were never expected to carry the player's weight so they didn't design them to. Quote ModWiki Link to post Share on other sites
demagogue 1265 Posted September 23, 2012 Report Share Posted September 23, 2012 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. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to post Share on other sites
Bikerdude 3741 Posted September 23, 2012 Author Report Share Posted September 23, 2012 Ah ok, thanks for that. I shall try a fucn mover and see what happens.. Quote Link to post Share on other sites
demagogue 1265 Posted September 23, 2012 Report Share Posted September 23, 2012 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. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to post Share on other sites
Bikerdude 3741 Posted September 23, 2012 Author Report Share Posted September 23, 2012 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. Quote Link to post Share on other sites
Komag 20 Posted September 24, 2012 Report Share Posted September 24, 2012 all of the stuff in "Swing" was pasted together as solid func_static items (IIRC), then set up to spin or pendulum or whatever Quote Link to post Share on other sites
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