HELP with velocity never reaching 0!
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Hi everyone,
I'm currently working on my first major project which is a top down explosion based physics game, where the player drags TNT onto the screen & detonates it in order to blast crates around the level into defined end-zones. The basics are based on TSB's video for creating a good blast in GS, which i've modified & then I also have different crate types which by using different Drag attribute values make them more or less resistant to the force of the blast.
The problem I have is that once the crates have been blasted around their velocity never actually reaches 0, instead it oscillates between very small +/- values for ever.
I thought I had it cracked when I tried adding a rule to say that when the X & Y velocity is more than -2 but less than +2, change velocity to 0, but the crates still vibrate on the spot which can is first of all unsightly, and secondly means than on occasions when the crate is only just overlapping the end-zone, i can flitter about between being in & out of the zone.
I have tried the above rule using:
1: Change Velocity rule set to 0
2: Change attribute Linear Velocity X to 0 & Linear Velocity Y to 0
3: Constrain attribute Linear Velocity X / Y to 0
4: All of the above with different values i.e. (+/- 1) (+/- 2) (+/- 5) (+/-10)
and nothing seems to do the trick, all of the above variations do eventually stop the crate moving, but sometimes its almost instant and other times it can take anything unto 10, 20 or even 30seconds. Some methods have slightly better results than others, but never consistent results.
Oh an finally, I have also tried a variation of the above rule using Magnitude(LinearVelocityX,LinearVelocityY) but to no avail.
(I don't currently have a paid apple dev account (waiting till after xmas to get the money to buy it!) so is this just an issue with the preview in creator, or can i expect this bug to rear its ugly head when it comes to adhoc testing on an iDevice?)
Any help or suggestions would be greatly appreciated , many thanks in advance.
Battleduck.
I'm currently working on my first major project which is a top down explosion based physics game, where the player drags TNT onto the screen & detonates it in order to blast crates around the level into defined end-zones. The basics are based on TSB's video for creating a good blast in GS, which i've modified & then I also have different crate types which by using different Drag attribute values make them more or less resistant to the force of the blast.
The problem I have is that once the crates have been blasted around their velocity never actually reaches 0, instead it oscillates between very small +/- values for ever.
I thought I had it cracked when I tried adding a rule to say that when the X & Y velocity is more than -2 but less than +2, change velocity to 0, but the crates still vibrate on the spot which can is first of all unsightly, and secondly means than on occasions when the crate is only just overlapping the end-zone, i can flitter about between being in & out of the zone.
I have tried the above rule using:
1: Change Velocity rule set to 0
2: Change attribute Linear Velocity X to 0 & Linear Velocity Y to 0
3: Constrain attribute Linear Velocity X / Y to 0
4: All of the above with different values i.e. (+/- 1) (+/- 2) (+/- 5) (+/-10)
and nothing seems to do the trick, all of the above variations do eventually stop the crate moving, but sometimes its almost instant and other times it can take anything unto 10, 20 or even 30seconds. Some methods have slightly better results than others, but never consistent results.
Oh an finally, I have also tried a variation of the above rule using Magnitude(LinearVelocityX,LinearVelocityY) but to no avail.
(I don't currently have a paid apple dev account (waiting till after xmas to get the money to buy it!) so is this just an issue with the preview in creator, or can i expect this bug to rear its ugly head when it comes to adhoc testing on an iDevice?)
Any help or suggestions would be greatly appreciated , many thanks in advance.
Battleduck.
Comments
Battleduck.
Open up physics on the actors and change restitution to 0.
Darren.
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