Maintaining object physics

Discussion in 'Halo and Forge Discussion' started by cody cero, May 2, 2012.

  1. cody cero

    cody cero Ancient
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    I have a slight issue that I feel that the forge community might already have the answer to. I am making this feature in my map that deletes the floor out from underneath a physical object. The issue is, by the time it deletes the physics has already deactivated in the object. I want it to fall down after I delete the floor object beneath it. I have found another way to get around it besides explosions, now I'm using constantly falling street cone spawn. BUT I am open to other suggestions.

    So all I ask is, does anyone know a better way to keep a movable object's physics constantly active? I don't care what method it uses so long as it is compact(not too much budget), doesn't consume the fps the way the explosions do, and won't bother the players. HOWEVER I do not want to use a chain of physical objects.

    Thanks for the help.
     
    #1 cody cero, May 2, 2012
    Last edited: May 2, 2012
  2. Shik

    Shik Forerunner

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    For me it's hard understanding what you need help with. It seems you want to have a floor that deletes then under it is another floor? That's some invasion stuff, in Reach there is no objects spawning out, only spawning it at certain times. You can check out Invasion or Halo Ball gametype.
     
  3. WhackyGordon

    WhackyGordon Forerunner

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    @Shik - I think he's talking about using the insane gametype, where certain types of objects can cause others to despawn temporarily.

    @cody - I don't think you can do that. Even vehicles will float if you delete what they're sitting on and don't disturb them. I could be wrong, but I'm pretty sure you'll need to use some sort of stimulus, be it explosions, other objects dropping, or some constant damage source or something. Might be worth a shot to try it in the big laser beam on Tempest. You *might* be able to get somewhere using shield doors, particularly the one-ways, but that's a whole other kettle of fish lol
     
  4. cody cero

    cody cero Ancient
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    I have found another way using a constantly respawning street cone, but I am open to other suggestions as I am interested in if there are any other ways.
     
  5. WhackyGordon

    WhackyGordon Forerunner

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    The cone is probably the easiest/best way to go about it. You *might* be able to get a similar effect by spawning a grenade under similar circumstances, and it would be less noticeable/distracting.
     
  6. cody cero

    cody cero Ancient
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    The contraption was under the map in the first place, its just that the explosion could be heard and u could see a bit of the explosion popping out of the floor.

    So basically, a cone is perfect cuz you can't see or hear it at all, so grenades won't change much, in fact, cone is better because I have a more plentiful supply of cones than grenades, and the fact that I could potentially use grenades in the map.

    I do have another issue though, I need to place probably over 50 copies of this contraption throughout the map, and I don't really know how I'll work out the limit of objects I'm using.

    So far the contraption uses a 2*2 block, a die(one of the toy gadgets), a street cone, a soft kill boundary, and most importantly, a 4*4 flat block(its most important because the whole contraption is used to for the 4*4 flat)

    One thing to understand is, the contraption makes heavy use of the fact that haloball goals and kill boudaries can only delete the things they touch if the center of the object is in the range of said kill boundary or haloball goal.

    So basically, I'm using a 2*2 block as a scorable object, the die is a haloball goal and is being propped up by the 2*2 block. While the die is being propped up, it is constantly scoring the 4*4 flat block which is also a scorable object that is above it. The street cone is also scorable object, it is repeatedly spawning in right next to the die and after spawning in, falls into the soft kill boundary which deletes it. I use the street cone like this because it keeps the physics on the die active. And then this is where the player comes in, the player is walking around with a halo ball goal that is pointing downwards, the haloball goal attached to the player scores in the 2*2 block that is propping up the die. When the 2*2 block is scored by the player, the die which has its physics constantly active will fall down. After the die falls down, it is no longer scoring the 4*4 block above it, and the 4*4 block spawns in, acting as a wall within the map the players run around in.
     
    #6 cody cero, May 3, 2012
    Last edited: May 3, 2012
  7. WhackyGordon

    WhackyGordon Forerunner

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  8. cody cero

    cody cero Ancient
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    Yea, I was just thinking that a little bit ago.
     
  9. WhackyGordon

    WhackyGordon Forerunner

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    That's sweet - you could use the respawn timer on the die to make something like a ramp or bridge appear for a limited duration. You could even use the invisible object glitch and a shield door to make a functional light bridge :)
     
  10. cody cero

    cody cero Ancient
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    I'm sorry, invisible object glitch?
     
  11. WhackyGordon

    WhackyGordon Forerunner

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    I can't find the thread I read about it in. If you stick a coliseum window (or a few other objects I think) deep enough into natural terrain they are invisible, but still there to walk on. It might be specific to certain areas of forge world though.

    Here's a related article..

    Edit: and here's a more thorough link
     
    #11 WhackyGordon, May 3, 2012
    Last edited: May 3, 2012

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