Grab object, then release and it jumps a bit...

SandbirdSandbird Member Posts: 69
edited January 2012 in Working with GS (Mac)
Hi, i am having this problem in a function of mine.
I am grabbing an object and then i move it a bit, but when i release it, it slightly jumps up a bit and then goes towards the ground.
I am not using GS gravity. I am accelerating to 270 relative to scene with 600 acceleration.
And i just constrain its X,Y to the finger movement when i click on it.

I just want the damn thing to move towards the ground, but straight down...as if its free falling. I dont know why it jumps....its as if it "holds" some energy from the dragging and then releases it before it starts going down.

Any ideas why is that or how to fix it ?

Thanks.

Comments

  • CloudsClouds Member Posts: 1,599
    edited January 2012
    So your entire code on that actor is:

    Constrain X to finger/mouse X
    Constrain Y to finger/mouse Y
    Accelerate down @ speed 600

    ?
  • SandbirdSandbird Member Posts: 69
    basically yeah,
    If the finger is pressed constrain to X,Y
    Else accelerate down @ speed 600
  • CloudsClouds Member Posts: 1,599
    edited January 2012
    Ignore - wrong answer . . .
  • CloudsClouds Member Posts: 1,599
    edited January 2012
    Ignore - wrong answer . . .
  • CloudsClouds Member Posts: 1,599
    edited January 2012
    Ignore - wrong answer . . .
  • CloudsClouds Member Posts: 1,599
    edited January 2012
    Here you go . . .

    image
  • SandbirdSandbird Member Posts: 69
    oh i see what you are trying to say here. is that LinearDrag ?
    Thanks
  • CloudsClouds Member Posts: 1,599
    edited January 2012
    @ Sandbird

    Whoops! Sorry you can't see that, It is . . . . .
    Self.Motion.Linear Velocity.Y = 0

    Depending on what you end up doing you might want to also do the same for . . .
    Self.Motion.Linear Velocity.X = 0

    And
    Self.Motion.Angular Velocity = 0


    ?

    But first, just try: Self.Motion.Linear Velocity.Y = 0
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