Weasel on 2/3/2005 at 02:52
This Havok physics thing is driving me crazy. I have some nice physics thing set up in my level--I added physics to an actor that normally doesn't have it (a statue that has bNotMoveablePhysics and bNotMoveableRender set to true).
In Actor I set bNotMoveablePhysics and bNotMoveableRender to false. In Movement I set Physics to PHYS_Havok. In Physics I assigned Friction and MassPounds and set the InitialHavokState (I tried using both Havok_Control and Havok_Falling). I even tried setting StartActive to true in Physics.
Here's what's driving me crazy: sometimes it works and sometimes it doesn't. Simulate Selected Actors in the Physics menu does what it should--the statue falls over. In game, the physics worked a few times when I tested it, but now the statue won't move any more. As far as I know, I haven't changed anything. Plus, if I run my level and then quit and Simulate Selected Actors in the editor again, all of a sudden it doesn't move until I re-open or re-save my level.
I wonder if testing the level somehow changes the way the physics work, including in the editor?
Krypt on 2/3/2005 at 03:00
I'm not sure exactly how the physics objects are set up. I'd reccomend dropping a few physics objects out of gamesys and making sure you have all the same properties as they have on your object. You could even take an existing object and just change the ObjectMesh and adjust a few values, like the MassPounds and it would work fine. There is probably just some obscure property or link you're missing on your object.
Weasel on 2/3/2005 at 03:10
Thanks for the quick response! I'll keep testing it. It still seems weird that testing the level in the game would change the behavior of the editor to match (until a save or load).