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A problem with PHYSICS_Trail

Discussion in 'Programming' started by RestInPieces, Oct 28, 2001.

  1. RestInPieces

    RestInPieces New Member

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    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?
     
  2. Wormbo

    Wormbo Administrator Staff Member

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    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: Oct 28, 2001
  3. RestInPieces

    RestInPieces New Member

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    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".
     

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