bukary on 13/3/2005 at 21:50
Thank you, Krypt.
Adding PHYS_None to the beam solved the problem.
Beleg Cúthalion on 7/10/2008 at 14:45
Haha, found an old thread. :D
I want to make a barrel hanging and swinging on a rope. After some experiments with a changed bell pull static mesh (from the St Edgar's mission AFAIK, although I'd like to have a simpler rope mesh) I used a stock oil lamp and changed its mesh to the bell rope. I rigid-attached a barrel from the actor browser and corrected its offset so that it now hangs at the end of the rope. Then I compared the properties of the rope (former oil lamp, although I haven't got rid of the light object yet, only turned it off) to those of the Abysmal Gale swinging oil lamps, especially Physics, PhysicsAction and the PointLink properties (like mentioned in this thread), but it still doesn't swing by itself. Last time I tried it it swung slowly after being hit by a fire arrow, but not by itself.
Does anyone know which properties to take care of to get that swinging effect? And how to get rid of the light object completely?
Plus, I've added a script to the rope that it should drop all rigids and add them to physics if hit ≥0 by different stimuli (edge, fire, explosion and something else, broadheadarrow would be fine), but that didn't work yet either... if I'm not mistaken. It's not that I want to make this game like Dark Messiah (although...:sly: ) but I need this for my mission.
CrackedGear on 7/10/2008 at 15:58
I'm recovering from the brain fever so apologies if I leave something out. I figured out swinging lanterns and such a while ago but I can't remember what exactly did the trick, so I'll just list off some properties here. This is all on the object itself as the PointAttachment link doesnt seem to have anything special set on it.
Movement:RotationRate:Roll 9000
Physics:AngularDrag 0.2
PhysicsAction:MotorAction:MaxTorque 100
:MotorGain 100
:SpinRate 100
I also have friction set to 0, and in a true show of consistency, mass is 5, masspounds is 1.
hope that helps.
Beleg Cúthalion on 7/10/2008 at 21:04
Thanks for your help. :) In fact it can only be the swinging action. Insert an oil lamp, set the SwingingAction: MaxForce to something between 100 and 500 and it will swing perfectly.
As soon as I change the mesh (and use something from the static mesh browser, like a chain or something) it stops working. [Edit: Seems to work indeed. Maybe that was in fact some collision thing] If I attach an actor barrel to the oil lamp, they swing together. If I add the SwingingAction to a broom, it starts twisting far away from its original location. I'm getting a sense how Tiens made that twister room in Oldstone Castle. :weird:
Creating a swinging actor from scratch (or better: from a static mesh) is hopeless I guess. I believe I've just compared all the properties and still it won't move. Plus, my script to "sever rigid attachment links" (or "delete all scripts named...") works neither with "damage by stimuli" nor "received some stimuli". It can't be that hard.
Inline Image:
http://www.eidosforum.de/images/smilies/addon/kratz.gifLong story short:
1. No real rope mesh to attach a barrel to, if someone knows about one (app. 4-6ft long), please tell me. Re-skinned chains look awful.
2. No reaction to stimuli via scripts.
CrackedGear on 7/10/2008 at 23:03
as far as I can tell, you can't change static meshes into something that has any physics properties, so you always have to find an actor that does what you want and then change what it looks like.
Tiens on 14/10/2008 at 21:23
I prefer to create a new Actor (somewere in SetDressing), then add it a static mesh, then change all actor's Physics properties to PHYS_None, then add it a SwingingAction (numbers are experimental). And all kinds of saving the gamesys and rebuildings, too. This force any simple object to swing by itself.
By the way, you can attach this swinging object to any other non-swinging actor.
Beleg Cúthalion on 15/10/2008 at 15:13
Well, by now I have managed to make barrels and crates swing on those brazier chains (with a skin change one can even make the metal cage disappear). With an arrow you can shoot the chain and the crate/barrel is dropped, causing damage to everything it falls down on. What I also did is make planks disappear on impact (would need a little tweaking to make them shatter instead or something) and cause a statue behind them to finally fall down and crush everything. What I still need to do is have a crate on a swinging but tied-to-the-side rope which you can shoot so the crates start swinging again. If I manage to do this, I'll make a little Dark Messiah video. :p