Applying forces to actor
Hey guys
I've this ball-shaped actor reacting to physics and gravity downwards.
I want it to react to other actors on collision. These other actors will change it's direction, like for example my ball will touch an actor that should launch it up, or touch another actor like a bomb and will blow away, etc. But I always want my actor to follow physical rules (if it's rolling left to right I don't want to launch it straight up, but to keep its inertia).
I've found ways (like creating fake transparent actors that would move and hit my main actor to 'launch' him up), but I'm not sure that's a correct, consistent way of applying forces.
What's the correct way to achieve that?
Thank you
I've this ball-shaped actor reacting to physics and gravity downwards.
I want it to react to other actors on collision. These other actors will change it's direction, like for example my ball will touch an actor that should launch it up, or touch another actor like a bomb and will blow away, etc. But I always want my actor to follow physical rules (if it's rolling left to right I don't want to launch it straight up, but to keep its inertia).
I've found ways (like creating fake transparent actors that would move and hit my main actor to 'launch' him up), but I'm not sure that's a correct, consistent way of applying forces.
What's the correct way to achieve that?
Thank you
Comments
Obviously explosion.Velocity.X/Y need to be the force which is being applied to your actor. Here's a great video by TSB (get used to hearing "T Shirt Booth Here" if you're not already!):
Thanks
I was getting weird effects, until I realized I had to check "Relative to Scene", otherwise the rotation of my actor was taken into account.
Thanks!