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Post by Kjelle69 on Jul 14, 2004 3:50:48 GMT 1
Phisics Coder- you posted this question on the TGC board... I'm not sure what you're asking... could you please explain?
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Post by Physicscoder on Jul 16, 2004 1:54:48 GMT 1
Cool forums! I like the colors and format
Since I posted that, I've found a work-around.
I wanted to turn on the transform callback for one frame to rotate the body, and then turn off the callback so the body remains solid and unmovable.
Now, I think it was the NDB_NewtonBodySetForceAndTorqueCallback that had to be off for the body to remain still during collisions.
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Post by Kjelle69 on Jul 16, 2004 4:04:26 GMT 1
thanks for posting!
yep, that should do it.
you could also try other things... like dynamically changing the object mass (make it really heavy when you don't want it to move).
to be honest I've never tried changing the mass at runtime, but it would probably work.
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Post by zircher on Jul 16, 2004 19:45:35 GMT 1
I'll need to do something similar with buoyancy where I change it on the fly so that a 'dead' player will sink to the ground instead of getting back up to their feet. -- TAZ
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Post by Kjelle69 on Jul 17, 2004 1:58:57 GMT 1
zircher - I've had some success with adjusting buoyancy on the fly in my demo testing.
There are 2 easy ways. one is to simply turn off the buoyancy for a body (NDB_BodySetBouyancy)
Another way is to set the buoyancy plane to something like a very low point (below the floor).
Possibly the most interesting way, is to set custom Liquid settings for each body, and then change the Fluid Density on the fly, for each body. this would give you a LOT of control over fine-tuning the buoyancy in real-time.
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