Trigger_vphysics_motion and parenting
Quote from Soundlogic on July 11, 2011, 3:37 pmWhile trigger_vphysics_motion (to be called vphysics from now on) works when stationary, and when parented to a moving object, it doesn't seem to work when it is parented to an object it is effecting, nor when it is parented to an object parented to that object. I'm not quite sure what is up with this, or how to get around it, if anyone knows it would be helpful.
Thank You,
Sound Logic
While trigger_vphysics_motion (to be called vphysics from now on) works when stationary, and when parented to a moving object, it doesn't seem to work when it is parented to an object it is effecting, nor when it is parented to an object parented to that object. I'm not quite sure what is up with this, or how to get around it, if anyone knows it would be helpful.
Thank You,
Sound Logic
Quote from Soundlogic on July 11, 2011, 4:24 pmWell, I was hoping to avoid a setup like that, since I also want to be able to turn the individual objects gravity properties on and off, which means that they would each need a room sized trigger, their own name and filter, which would be less than ideal. Any fixes that work better?
Thank You,
Sound Logic
Well, I was hoping to avoid a setup like that, since I also want to be able to turn the individual objects gravity properties on and off, which means that they would each need a room sized trigger, their own name and filter, which would be less than ideal. Any fixes that work better?
Thank You,
Sound Logic
Quote from CaretCaret on July 12, 2011, 12:31 am---
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"I hear voices. But I ignore them and I just carry on killing."
Quote from Soundlogic on July 12, 2011, 1:27 pmI ran some additional tests and determined the following:
The vphysics is moving
The vphysics works when moving (so it isn't like a world portal problem)It would appear that the vphysics is just refusing to effect anything higher than it in the movement hierarchy. Does anyone know why, or how to work around this?
Thank You,
Sound LogicAlso: CaretCaret, what was up with "---"?
I ran some additional tests and determined the following:
The vphysics is moving
The vphysics works when moving (so it isn't like a world portal problem)
It would appear that the vphysics is just refusing to effect anything higher than it in the movement hierarchy. Does anyone know why, or how to work around this?
Thank You,
Sound Logic
Also: CaretCaret, what was up with "---"?
Quote from WinstonSmith on July 12, 2011, 9:53 pmI'm not sure what the various bugs/solutions are for trigger_vphysics_motion brushes, but my best solution would be to merge what Omni said with what you said; create a separate trigger for each room. They could all use the same filter if it's just one cube (or all cubes) you want to affect.
I'm not sure what the various bugs/solutions are for trigger_vphysics_motion brushes, but my best solution would be to merge what Omni said with what you said; create a separate trigger for each room. They could all use the same filter if it's just one cube (or all cubes) you want to affect.
Quote from Soundlogic on July 12, 2011, 10:48 pmNo, the problem is that I want to enable/disable the effect on specific cubes. The plan I was hoping for was making each vphysics contain only one cube, so that I could just enable/disable that vphysics, and control the cubes that way. I'm not sure of any way to get the same effect without having to create separate cubes and room sized triggers for each, which could get very complicated very fast. I'm hoping for a solution that permits a more elegant solution the the enabling/disabling problem.
Thank You,
Sound Logic
No, the problem is that I want to enable/disable the effect on specific cubes. The plan I was hoping for was making each vphysics contain only one cube, so that I could just enable/disable that vphysics, and control the cubes that way. I'm not sure of any way to get the same effect without having to create separate cubes and room sized triggers for each, which could get very complicated very fast. I'm hoping for a solution that permits a more elegant solution the the enabling/disabling problem.
Thank You,
Sound Logic

