Search found 35 matches

by ole_92
Wed May 30, 2012 2:36 am
Forum: Questions and Help
Topic: Sliding on one axis Joint
Replies: 3
Views: 4214

Re: Sliding on one axis Joint

Ok, so what can I use as the second entity? The room is static, and isn't an Entity. Also, I'm a little bit confused, as to which object is A and which object is B? Which one is stationary, and which moves along right axis? Great documentation by the way, I don't know how I didn't see it before! Tha...
by ole_92
Mon May 28, 2012 4:50 am
Forum: Questions and Help
Topic: Sliding on one axis Joint
Replies: 3
Views: 4214

Sliding on one axis Joint

Hi Norbo :D

I need to implement something like drawer sliding approach, but I don't know which Joint to choose and how to use it.
In other words, I want to stop any movement along Y or Z axes.
Could you give me a hint on that one, and which demo I should look at?

Thanks very much
by ole_92
Sat May 12, 2012 3:03 pm
Forum: Questions and Help
Topic: Motorised grabber strength and sound for collisions
Replies: 1
Views: 2199

Motorised grabber strength and sound for collisions

Hi Norbo, Could you please answer these questions if you have a minute: 1) How can I alter the "power" of a grabber? It feels like all the objects I'm holding are hanging on an invisible gum string :) I need them to move to where the camera is pointing faster. 2) I'm thinking about adding ...
by ole_92
Tue May 08, 2012 10:56 pm
Forum: Questions and Help
Topic: How to implement Mororised grabber approach on doors?
Replies: 8
Views: 6904

Re: How to implement Mororised grabber approach on doors?

Ah, that's what it was! Ok, now it's acting a little weird, because it collides with the house (I think) Is it possible to remove collision detection between a door and a house? I was going to use CollisionRules.AddRule(ch, space.Entities[roomIndex], CollisionRule.NoBroadPhase); but then I realized ...
by ole_92
Tue May 08, 2012 5:17 pm
Forum: Questions and Help
Topic: How to implement Mororised grabber approach on doors?
Replies: 8
Views: 6904

Re: How to implement Mororised grabber approach on doors?

That's almost perfect now, the only thing that is wrong, is that the door can now also twist a little bit around forward axis. And when I let it go, it returns back to the normal position, I don't know why. Does it have something to do with my other code? public Door(Space s, string modelName, int m...
by ole_92
Tue May 08, 2012 3:25 pm
Forum: Questions and Help
Topic: How to implement Mororised grabber approach on doors?
Replies: 8
Views: 6904

Re: How to implement Mororised grabber approach on doors?

Oops, I still have the door as a kinematic entity, I should change that first.
by ole_92
Tue May 08, 2012 3:17 pm
Forum: Questions and Help
Topic: How to implement Mororised grabber approach on doors?
Replies: 8
Views: 6904

Re: How to implement Mororised grabber approach on doors?

So how do I actually set it up? I've tried a few different approaches like doorJoint = new RevoluteJoint(door, room, door.Position, Vector3.Right); doorJoint.IsActive = true; doorJoint.Motor.IsActive = true; space.Add(doorJoint); but it freezes my character's moving controls. What should I constrain...
by ole_92
Tue May 08, 2012 10:08 am
Forum: Questions and Help
Topic: How to implement Mororised grabber approach on doors?
Replies: 8
Views: 6904

How to implement Mororised grabber approach on doors?

Hi again Norbo So far, I have only seen grabber shift it's corresponding entity towards the goal position, but how about rotating? The door needs to be rotated, right? Also, to avoid the crusher-of-everything-in-the-way door, I should give it some mass, but then it would be vulnerable if another obj...
by ole_92
Mon Apr 30, 2012 12:58 am
Forum: Questions and Help
Topic: Character height bug
Replies: 2
Views: 2835

Re: Character height bug

Apparently, a long time ago, I have commented out the two lines in StanceManager, and that caused the issues... all working now, thanks!
by ole_92
Sun Apr 29, 2012 1:04 pm
Forum: Questions and Help
Topic: Character height bug
Replies: 2
Views: 2835

Character height bug

Hi again, I'm experiencing a very strange bug with the character height. As soon as the game starts, the character is at certain height, say 100%. But as soon as he does his first crouch, his standing height is now about 60% of the original. This is the code that I use to create the character: cci =...
by ole_92
Thu Apr 26, 2012 12:44 am
Forum: Questions and Help
Topic: Beginner desperately needs help:)
Replies: 40
Views: 27994

Re: Beginner desperately needs help:)

By stack trace, do you mean the call stack? If yes, this is it,
If no, let me know how to find it.
by ole_92
Thu Apr 26, 2012 12:39 am
Forum: Questions and Help
Topic: Beginner desperately needs help:)
Replies: 40
Views: 27994

Re: Beginner desperately needs help:)

This is the code that I just used: CharacterController.Body.Mass *= 1; , and it still crashed. I'm using (that's what it says in Visual Studio Properties) version 1.1.0.0. I don't need to change the mass anymore, so I'll probably stay with this version for now :)Couldn't be bothered changing everyth...
by ole_92
Wed Apr 25, 2012 5:40 pm
Forum: Questions and Help
Topic: Beginner desperately needs help:)
Replies: 40
Views: 27994

Re: Beginner desperately needs help:)

Ok, cool. There's a couple of tweaks I need to do and don't know how to: First, when I'm holding a relatively light object and it touches the character, the character is affected by its mass (I think) and is caused to move. How can I fix that? I tried altering Body.Mass, but the first space.update c...
by ole_92
Tue Apr 24, 2012 4:26 pm
Forum: Questions and Help
Topic: Beginner desperately needs help:)
Replies: 40
Views: 27994

Re: Beginner desperately needs help:)

Yep. That what it was, getting it fixed now.
Another little question - is there an easy way to "restart" the game? Is it just enough to remove the space and recreate it?
by ole_92
Tue Apr 24, 2012 4:41 am
Forum: Questions and Help
Topic: Beginner desperately needs help:)
Replies: 40
Views: 27994

Re: Beginner desperately needs help:)

Sorry, after many attempts, I still don't really understand how the CollisionInformation.LocalPosition can help me rotate the door normally. As far as I can see, it moves the physical shape, and if at that point, an angular velocity is applied, it rotates exactly around the center of a new position ...