Quick Question

Discussion in 'Halo and Forge Discussion' started by FuzzyCheddar, Mar 30, 2011.

  1. FuzzyCheddar

    FuzzyCheddar Forerunner

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    I was working earlier on a map and stumbled upon a way to make a somewhat realistic looking chain (though a bit bulky looking) for something like an anchor on a cruise ship, etc. I was using regular windows, phasing them to link, then switching them to normal. It was incredibly realistic looking for the first few seconds, but once it stops moving it's almost like it reverts to a fixed state. Grabbing and releasing the individual parts release them from the fixed state and make them swing again freely, but again right after the movement stops then it goes back to fixed. Is there anyway to fix this so it works like a real chain (i.e. swinging back in forth) or is it impossible?

    Thanks in advance.

    Note: When I grab them, or check on their position status it will always say "Normal" but will not act as such.
     
  2. DavidJCobb

    DavidJCobb Forerunner
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    It's impossible. Physics changes are only applied in Forge. (Weapons, AAs, etc. are the exception.)
     
  3. FuzzyCheddar

    FuzzyCheddar Forerunner

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    It's ok if it's in Forge only since it's not really meant for a playable map.
     
  4. SargeantSarcasm

    SargeantSarcasm In Loving Memory
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    If I'm reading this the correct way, you have it so the pieces don't look like they're interlocked, but that they're just chained together (as in, they're wrapped together in the gaps like a regular chain).

    Then I'm 90% sure it's impossible. As the pieces themselves, again if I'm correct, function as a whole, so that gap in the window is still considered part of the piece. So putting them on normal should just phase the pieces out like it did in H3.
     
  5. Pegasi

    Pegasi Ancient
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    I'm not even quite sure what you're saying here, but I think he's already gotten past that stage. What I gathered from his post: the gaps in the windows don't act as part of the object and the chain swings freely when set on normal since the objects are merely counted as 'touching' rather than interlocked as (I think) you're saying.

    However, it seems like the problem is the same as would have been in H3 (due to normal physics basically being the same as H3 forge) in that, once an object has come to rest for a couple of seconds, it becomes immovable once again or the equivalent of fixed.

    If I'm correct, then to answer your question I don't think there's any way to stop objects becoming immoveable using physics settings once they've been at rest for a couple of seconds. You could potentially try a variety of different strength mancannons and grav lifts positioned facing the chain from multiple directions. This may keep it moving as if it were waving in the wind, though I'd guess that they'll soon reach a point of equilibrium and become immovable again. I have no idea if objects are treated as at rest when they're in equilibrium between two or more forces, so I can't say for sure.
     
  6. Waylander

    Waylander Ancient
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    This is correct.


    However some items will always be movable. Crates, barricades, golf/soccer balls and the Killball for instance.
     
  7. FuzzyCheddar

    FuzzyCheddar Forerunner

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    I'll have to try that. It always works like a normal chain and can be moved by grabbing the last piece and moving them back and forth but as soon as it comes to rest it stops completely. So I guess I'll have to get creative in positioning of grav lifts to keep it going, if that will even work. Thanks for the help.
     
  8. MrCheesy

    MrCheesy Forerunner

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    It won't work. Once you've saved the map and load it again all objects (non-movable ones that is, ie all blocks) are in a "fixed" state. It's just impossible to do what you want to do.
     

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