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CarbonFire's conveyor belts don't work on vehicles/kactors?

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  • replied
    Anyone else going to reply or am I just talking to myself here?

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  • replied
    I tried the the vehicle boost pads too, they just launched the vehicles instead of a conveyor belt effect.

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  • replied
    What is the rigid body force equivalent to the physics volume? I think one of those might work.

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  • replied
    Well it worked, sort of. But any rigid bodies that touch it just go into some annoying slomo mode when they touch it now with damping above 10, and the zone velocity just doesnt effect them below 10

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  • replied
    I dont know what its called either, but it is already on.

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  • replied
    Erm, sorry, I rambled off into faff about marginally connected things.

    If you've already got a physicsvolume that's working for your conveyer belt, try setting the RigidBodyDamping value to something between say, 10 and 100, it should push your vehicles into obeying the zonevelocity. You might need to set that option that means the volume will act on objects if any part of the object is in them instead of just checking centers, too -- can't remember what that's called.

    Sorry, I'm just kinda scatterbrained today

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  • replied
    Oh ****, forgot to try it out again, another double xp thing on COD5 lol. Also, I dont really understand your instructions, are the first and second paragraphs talking about the same process? I have my doubts about the vehicle boost pad too, after all, its purpose is to accelerate a vehicle, not so much as to apply a constant velocity.

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  • replied
    Um, I think so. Those all use phys-type RigidBody, right? That's what the damping is for, not specifically vehicles, so I would think so. Probably. (meep)

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  • replied
    And would it also work with kactors and physics assets?

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  • replied
    Ach, sorry; I do remember feeling confused in the editor though. Just think of that damping factor as some sort of "how fast can vehicles be affected by this" limiter though, that might help

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  • replied
    Ok, sounds confusing, but I'll try both.

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  • replied
    It's tricky, but you can make a ZoneVelocity affect a vehicle in a physics zone by giving it a RigidBodyDampingWhatsit. I noticed that very high values do nothing, and about 100 tends to yank the vehicle to the deisred vector very quickly, so it might be a velocity change per frame/tick value.

    I've only tested this with a Raptor whose physics were set to Null while it was attached to a mover and lifted via matinee into the physicsvolume, and then returned to RigidBody and Detached at the same point inside it, so I don't have comprehensive testing going on here, but it seemed to work for that.

    (I was trying to see if it was possible to have a vehicle in a 'storage' position, that goes through a launch proceedure when you get in it, and thinking of an effect like the StarFury launches in Babylon 5 . It's really too bad that the velicity of the matinee motion isnt' maintained when you detach something ... though I didn't test changing it's physics a tick before detaching it .... Hm)

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  • replied
    What can I configure with the boost pad?

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  • replied
    Stock physics volumes won't affect vehicles, what you can do though, is place UTVehicleBoostPads where your current physics volumes are to affect just the vehicles.

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  • replied
    I just asked captainsnarf for help, maybe he knows what to do.

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