Help with angular drag?

NY415NY415 Member Posts: 25

Hi, I have a problem where my character is dropping from the sky and landing on a platform. When they collide, the platform is rotating slightly. I changed the angular drag of the platform to 9999999 and set it's density to 99999 while putting the character's density to 0, but the slight rotation is still occurring. Can anyone help me figure out to understand why this is happening? I can't constrain the y of the platform because it needs to keep moving up and down. Thanks!

Comments

  • NY415NY415 Member Posts: 25

    Any help would be greatly appreciated!

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    Select 'Fixed Rotation' in the actor's physics section.

  • NY415NY415 Member Posts: 25

    aw geez that was really easy.... thanks! Sorry, I"m really new

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    We like easy questions!

    You are welcome!

  • NY415NY415 Member Posts: 25

    Actually, sorry, but there's still some slight movement on the y axis. No rotation, but a slight dip on the y that makes it difficult. I'm using a bunch of platforms next to each other, so if one dips it creates a bump on the line of platforms. Any idea?

  • NY415NY415 Member Posts: 25

    bump if possible

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    It really depends on how you have things set up.

    However, if you are concerned about collision -- you might try removing the collision behavior. Then use a rule instead that tests for collision with the platform. (When it collides, stop the actor from falling any more.)

    Really, without seeing how you have the behaviors set up, that's about all I can suggest.

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880
    edited March 2014

    @NY415 -- I took a look at your file. Perhaps the easiest way to get the platforms from being pushed down is to force them to move where they should go. Here is a way to do that.

    1) Turn off moveable

    2) Turn on fixed rotation

    3) Set Linear Velocity Y to 0.0

    4 Add a timer to the platform actor:

    Timer: Every 0 seconds, Run to Completion:
    -- Set Attribute self.Position.Y To: self.Position.Y+3
    
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