News UnrealEd Files Mods FragBU Liandri Archives
BeyondUnreal Forums

Go Back   BeyondUnreal Forums > Unreal Development > Coding

Reply
 
Thread Tools Display Modes
Old 28th Oct 2001, 06:42 AM   #1
RestInPieces
Registered User
 
RestInPieces's Avatar
 
Join Date: Sep. 20th, 2001
Posts: 65
A problem with PHYSICS_Trail

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?
RestInPieces is offline   Reply With Quote
Old 28th Oct 2001, 08:53 AM   #2
Wormbo
 
Wormbo's Avatar
 
Join Date: Jun. 4th, 2001
Location: Germany
Posts: 5,785
Maybe you should use DesiredRotation or you subclass the RingExplosion and put
Code:
SetLocation(Owner.Location);
in its Tick() function along with Physics = PHYS_None.

Last edited by Wormbo; 28th Oct 2001 at 09:03 AM.
Wormbo is offline   Reply With Quote
Old 28th Oct 2001, 01:28 PM   #3
RestInPieces
Registered User
 
RestInPieces's Avatar
 
Join Date: Sep. 20th, 2001
Posts: 65
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".
RestInPieces is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:50 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer