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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Crate to Thrustable, 'twill slide, but to high.
Crate to Thrustable, 'twill slide, but to high.
2004-03-09, 12:33 AM #1
Hi!
I have changed the crates that you can shoot open so that they slide. BUT! they are at least 1 meter off the ground! What's wrong?
Code:
_thrustable         none               orient=(0.000000/0.000000/0.000000) type=debris collide=1 move=physics movesize=0.010000 surfdrag=1.000000 airdrag=0.000000 mass=25.000000 height=0.011000 physflags=0x105673 buoyancy=1.000000
crate6_2         _thrustable       thingflags=0x400448 model3d=crt6-2.3do size=0.087201 movesize=0.087201 cog=actor_cr.cog soundclass=ball1.snd height=0.087201
crate6_1         _thrustable       thingflags=0x400448 model3d=crt6-1.3do size=0.045598 movesize=0.045598 cog=actor_cs.cog soundclass=ball1.snd height=0.045598
woodcrate2       _thrustable       thingflags=0x448 model3d=wcrt6-0.3do size=0.132106 movesize=0.132106 cog=actor_wc.cog height=0.132106
woodcrate3       _thrustable       thingflags=0x448 model3d=wcrt6-1.3do size=0.154631 movesize=0.154631 cog=actor_wc.cog height=0.154631
xtank1a          _thrustable       thingflags=0x400448 model3d=xtank1a.3do size=0.063985 movesize=0.063985 cog=xtank1.cog soundclass=ball1.snd height=0.063985

I have fiddled with the height but they refuse to 'land'!

/Edward
Edward's Cognative Hazards
2004-03-09, 3:21 AM #2
Try adjusting the 'orient=(0.000000/0.000000/0.000000)' value (particularily the last 'Z' value).

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Try not, do; or do not.
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2004-03-09, 7:05 AM #3
Change all the "height" settings to 0.

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"Iron sharpeneth iron; so a man sharpeneth the countenance of his friend." - Proverbs 27:17

Catalog of Electronic Components - Complete IC data sheets
National Electrical Code (NEC) Online - Don't do wiring without consulting it. OR ELSE!

[This message has been edited by DogSRoOL (edited March 09, 2004).]
Catloaf, meet mouseloaf.
My music
2004-03-09, 8:22 AM #4
Still a gap there after I had changed them to 0.

But it is all OK for the other stuff I set for Thrustable...
Code:
throwrock2         _thrustable         model3d=rcktoss2.3do size=0.034600 movesize=0.034600 height=0.034700 damage=100 soundclass=FootBall.snd vel=(0.000000/1.000000/0.000000)

Why does crate hover, when rock and debris land OK?
Edward's Cognative Hazards
2004-03-09, 10:01 AM #5
I'd say reduce the movesize and size params, but I have no idea if that will help or if that's the right way to go.

I had this hovering prob with a landspeeder template a long time ago, but I never fixed it.

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I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team
May the mass times acceleration be with you.
2004-03-09, 10:24 AM #6
How could you have a problem with a landspeeder hovering?

[http://forums.massassi.net/html/wink.gif]

Okay, back on topic...I think fiddling with the size and movesize will fix it.

[edit]I got looking at your base _thrustable template, and the movesize is 0.010000 -- isn't that about a meter? Maybe if you make that zero it will fix the problem.

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Check out updates for my editing work at the Shadow Jedi Academy.

[This message has been edited by Kievan Mereel (edited March 09, 2004).]
2004-03-09, 10:57 AM #7
OK, I fiddled with the [move]sizes and they aren't hovering. Only 2 problems... 1, collition size is too small. You walk into them. 2, They are jumpy. They stand there vibrating up and down. I tell you something. Walkables weren't supposed to become Thrustables...

/Edward
Edward's Cognative Hazards

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