So, I'm trying to make a wheel that the player stands inside, and has a RotVel the exact opposite of the way the player's walking. I'm able to get the wheel to turn just right, but I can't seem to get it to be solid while still responding to SetThingRotVel.
Here's the relevant part of the Cog:
And the template data for "wheel":
size=1
movesize=1
collide=3
model3d=wheelb.3DO
physflags=0x200
move=physics
thingflags=0x420548
(-Architecture
-Can be stood on
-Controlled Remotely
-Used in COG
-Sending PULSE message
-Metal)
The wheel turns just fine but the player passes through it like it's not even there. Any ideas?
Here's the relevant part of the Cog:
Code:
[TABLE="width: 90%, align: center"] [TR] [TD="class: code"]startup: SetThingPulse(wheel, 0.016); //once per frame return; pulse: playerVector=GetThingVel(GetLocalPlayerThing()); //get players speed //PrintVector(playerVector); wheelRotVelTemp=VectorSet(VectorY(playerVector),0.0,0.0); //convert player's speed on the Y axis to rotational velocity in Pitch wheelRotVel = VectorScale(wheelRotVelTemp,vectorRatio); //convert JKUs to degrees //PrintVector(wheelRotVel); SetThingRotVel(wheel,wheelRotVel); //turn wheel return;[/TD] [/TR] [/TABLE]
And the template data for "wheel":
size=1
movesize=1
collide=3
model3d=wheelb.3DO
physflags=0x200
move=physics
thingflags=0x420548
(-Architecture
-Can be stood on
-Controlled Remotely
-Used in COG
-Sending PULSE message
-Metal)
The wheel turns just fine but the player passes through it like it's not even there. Any ideas?
Baby dragons can't figure out humans- If they didn't want to be eaten, why were they made of meat and treasure?