Search found 35 matches
- 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...
- 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 
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

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
- 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 ...
- 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 ...
- 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...
- 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.
- 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...
- 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...
- 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!
- 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 =...
- 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.
If no, let me know how to find it.
- 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...
- 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...
- 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?
Another little question - is there an easy way to "restart" the game? Is it just enough to remove the space and recreate it?
- 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 ...