Increasing Falling Speed??

sak0213sak0213 Member Posts: 7
edited July 2013 in Working with GS (Mac)
In my game, I have a function that involves Clicking an object, raising it into the air, and then dropping it. So far, when the object is falling, i have it set to change linear speed to -50 (or some other random speed), which falls at a constant rate. I wish to go about making the object accelerate its speed based on how high i drop it, so it will hit the ground at a different speeds depending on how high its been dropped.
My intention is to have an action occur when if the object hits the ground at a high enough speed.
Any ideas?

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    When not just use Accelerate when you drop it? That will continue to speed up the decent the longer it falls.
  • GOG_GamesGOG_Games Member Posts: 130
    Use the accelerate feature, and turn on the 'Fixed Rotation' thing so that it doesn't drop the wrong way.
  • WingmanappsWingmanapps Member Posts: 458
    When not just use Accelerate when you drop it? That will continue to speed up the decent the longer it falls.
    What he said. And then say
    When self.motion.linear.y > (what ever speed you want) do what ever action you want
  • sak0213sak0213 Member Posts: 7
    I have an object with a Boolean attribute titled "falling". When the object isn't touching my 'ground' object, "falling" is true, which starts my linearspeed -50 action. This is how i established when to fall and when not to. I put it together on my own, so it may be more complicated than needed (relatively new to game salad). My system seems to not work well when i add an accelerate rule. Any ideas on how to clean this function up?
  • sak0213sak0213 Member Posts: 7
    Also, thanks for the suggestions!
  • GOG_GamesGOG_Games Member Posts: 130
    You might need to just delete your previous set of rules and make a completely new set. It's happened to me more than once.
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