Then the code used to flip vehicles
back to their original orientation doesn’t actually return subject-to-Karma actors to their original orientations, per se.
The idea isn’t to
rewind a subject-to-Karma actor back to its original orientation. The idea is to simply
move a subject-to-Karma actor back to its original orientation, even if it involves flipping, so to speak.
Daeval said:
As far as ragdolls go, you'd have to record the rotations of every bone/joint in the ragdoll at the moment when it becomes a ragdoll (if that's how it works), and then try to tween them all back to that point when you "rise from the dead." Good luck with that.
If it’s possible to record—at the moment a player model goes “ragdoll”—the location of every bone and joint, we
stillneed a function that’ll move the player model
back to its original orientation. Does such a function exist?
I have another question about Karma actors, this time about triggers. I know, if a trigger detects an event or is touched, it’ll be enabled. So, if you want trigger to be enabled by Karma physics, should the trigger waits to detect an event or be touched?
To clarify, suppose a subject-to-Karma gate is locked. You hit the USE key to unlock it, then push it to push it open. However, when you pull it closed, it’s
supposed to lock.
Obviously, you need a trigger to lock the gate. If the trigger waits to be touched, you just need to lock the gate when it’s close enough. However, if the trigger waits to detect an event, you need the gate to be oriented in a particular position—in this case, closed.
Is there a function that’ll check what position a Karma actor is in, so it can enable a trigger? I imagine this would be more difficult to code, but which method is more efficient—waiting to detect an event, or waiting to be touched?