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Author
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Topic: obBodyPts discovery
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bjorn Pilot
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posted 05-02- 12:42 PM
Just to share my discovery so you don't have to waste time like I did...obBodyPts do not work on objects that do not have any obProto. They do work if added in an obDetach, but not otherwise (as far as I've seen.) I had an object that just totally ignored all obBodyPts. When (obProto 'CAirfoil) was added to it, the contact points were activated again. Fortunately for this piece, an airfoil makes sense. Which other obProto's are OK, I don't know. _ /Bjorn. IP: Logged |
Sv Pilot
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posted 05-02- 01:15 PM
This explains ALLOT! Thanks bjorn!
------------------ -Sv =FC= WWI in SDOE!
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mposis Pilot
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posted 05-02- 01:45 PM
bjorn,Thanks a lot. Now, I will be able to fix the problem with the gearpistons going thru the ground when the wheels get detached. This may also help with the tailhook problem. [This message has been edited by mposis (edited 05-02-2000).] IP: Logged |
Spanky the Mad Dog Pilot
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posted 05-02- 05:09 PM
Spanky here.. Great find man.
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bjorn Pilot
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posted 05-02- 05:16 PM
mposis,Not so sure that that is it, although it is worth a try. My gear pistons do get their contact points activated when the wheels are detached (that's another exception that I forgot to mention, onChildDetach seems OK too.) Do you have inertia for the pistons, though, or some other physical property like, at least, mass? If not, that's probably it. _ /Bjorn. IP: Logged |
mposis Pilot
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posted 05-02- 10:01 PM
bjorn,I will try it, I just copied the properties of the original FW190A and it did not have any mass. Maybe that is why when a plane explodes you see pieces that just keep flying around. We need to make them disapper right away or put mass on them so they fall to the ground. IP: Logged |