Counteract Gravity
Dooki
Member Posts: 247
Hey folks, yet another question for you gurus out there.
OK. I have gravity set to 120. To counter act this I set my actor with a velocity of 120. This should keep it still. This is what is done with the cannon template. In my case I have the cannon mounted on the side wall and I want it to remain in position.
- My actor keeps slipping down even though gravity and velocity are same. Why? Solution?
Thanks again!
Dooki
OK. I have gravity set to 120. To counter act this I set my actor with a velocity of 120. This should keep it still. This is what is done with the cannon template. In my case I have the cannon mounted on the side wall and I want it to remain in position.
- My actor keeps slipping down even though gravity and velocity are same. Why? Solution?
Thanks again!
Dooki
Comments
So, gravity and accelerate are the same value, 120.
-Dooki
Well I reset gravity and applied "accelerate" at 270*. I played with the acceleration value. In the end I got a ball that gently fell but then wobbled in the air in a crazy fashion. The bounce physics were better with gravity on.
Thoughts?
-Dooki
I still have my side mounted cannon slipping down. I need some help. Here is what I have for it's position:
-Accelerate= 100 (to counteract the scene gravity of 100) relative to "Scene."
- Change Attribute= self.StartY To:self.Position.Y
- Change Attribute= self.Position.Y To:self.StartY
That's it. Am I missing something? Do I need to adjust something? T
Thanks,
-Dooki
And once that is in place, you don't need the accelerate anymore.
So:
Change Attribute: self.StartY To: self.Position.Y
Constrain Attribute: self.Position.Y To:self.StartY
And kill the upwards Acceleration, you don't need it.