I'm currently at the stage where almost every small decorr item (weapons, boxes, fuel barrels, ec) requires physics behavior.
So far i've done a few things, small keyframe movements when hit with weapons fire.
But what i really need is a cog (attached to templates via 0x400) that will work WITH the jk physics engine. when an object bounces, i require a touched message to detected it hitsomething, and create a new angular velocity, in relation to its speed.
I'm not sure if its possible to work centre of gravity of objects into cogs but ? yo0u never know.:smith:
you know i'm an awful cogger, so i really do need help.
-detecting surfaces via touched message so far wont work.
-The flicker cog that allows things to be viewed regardless of percieved sector works ok, but it overrides the original flags, so what was once a rock face now acts like earth.
So let me know what you think is possible, and what you guys already have.
So far i've done a few things, small keyframe movements when hit with weapons fire.
But what i really need is a cog (attached to templates via 0x400) that will work WITH the jk physics engine. when an object bounces, i require a touched message to detected it hitsomething, and create a new angular velocity, in relation to its speed.
I'm not sure if its possible to work centre of gravity of objects into cogs but ? yo0u never know.:smith:
you know i'm an awful cogger, so i really do need help.
-detecting surfaces via touched message so far wont work.
-The flicker cog that allows things to be viewed regardless of percieved sector works ok, but it overrides the original flags, so what was once a rock face now acts like earth.
So let me know what you think is possible, and what you guys already have.
Code:
if(getThingFlags(source) & 0x8){ do her} elseif(getThingFlags(source) & 0x4){ do other babe} else{ do a dude}