Float down with a parachute

daverennerdaverenner Member Posts: 133
edited November -1 in Working with GS (Mac)
What would be the best way to handle it? Currently i am using timers and tried different methods but can't seem to get it to look more natural.

Comments

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I have a game where an actor has 270 acceleration at around 500 and then when the parachute is activated I just have a 270 acceleration at around 100 and I also allow left right movement when the parachute is deployed. Seems to have the right feel.
  • daverennerdaverenner Member Posts: 133
    Opps, forgot to add this is an non-moveable actor....
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    daverenner said:
    Opps, forgot to add this is an non-moveable actor....

    Ummmm, why?
  • daverennerdaverenner Member Posts: 133
    i mean non-controllable.....its a bomb that parachutes down.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    daverenner said:
    i mean non-controllable.....its a bomb that parachutes down.

    Ohh! gotcha!

    Yeah I would just have it accelerate down at a slower rate than the other falling objects.

    BTW - don't use scene gravity (keep it at 0). Just put a 270 acceleration in all falling actors.
  • daverennerdaverenner Member Posts: 133
    but what angles do i want it to swing back forth to?
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Ahh I see what you are saying. You could have it accelerate 270 to actor and change it's rotation periodically.

    So in the bomb have a self attribute (integer) called rotate.

    Timer (every ??? seconds)
    change attribute self.Rotate to (self.rotate+1)%2

    Rule when self.Rotate=1
    Rotate to ???? (play around with the angle to get it how you want it)
    OTHERWISE
    Rotate to ???? (play around with the angle to get it how you want it)
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