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View Full Version : A problem with PHYSICS_Trail


RestInPieces
28th Oct 2001, 06:42 AM
I've go a problem with Physics, here is some of my code:

RadiusEffectRotation.Pitch += 16384;
RadiusEffect = Spawn(class'RingExplosion3',
Owner,,,RadiusEffectRotation);

it worked fine

this spawns a Ringexplosion, which is pitched, so that the player is in the center of this explosion. I want him to always be in the center of the explosion, so this is what i also coded:

RadiusEffect.bTrailerSameRotation=false;
RadiusEffect.SetPhysics(PHYS_Trailer);

but the RadiusEffect.Rotation.Pitch will be 0 , at least that's what it looks like.
Why doesnt it work now?

Wormbo
28th Oct 2001, 08:53 AM
Maybe you should use DesiredRotation or you subclass the RingExplosion and put SetLocation(Owner.Location); in its Tick() function along with Physics = PHYS_None.

RestInPieces
28th Oct 2001, 01:28 PM
This is what i had before, but i thought the solution with Physics would be better. I watched the whole thing from 3rd person view, and i saw something very interesting: as soon as the player stands still, the ringexplosion is pitched, as soon as he starts to move, it will "stand up".