Is there a difference in the consistency of fluid movement between the different physics settings? I have two half-ring pieces ungrouped, grouped, and welded, but keep moving independent of each other, when told to simply move four units up and down... This occurs most easily when a player touches or stands on one of them. Would setting this to fixed or normal fix most or all of this? Thanks,
Turn off local movement, or weld them, they are likely rotated so their local up/down orientation is opposite. If they are set on normal physics the force of the player can counteract the force of the movement (calculated by the engine by how long it takes to move and how far it moves, that force generally gets stronger as it goes because it is obstructed.
weird. I thought I had tried those things, but will attempt again, and the map is about ready for some public testing so perhaps a few of you smarter guys could take a look at it once shared. Thanks! EDIT: Also, They are only rotated on the yaw axis, not the roll axis if that makes sense...(so, they are orientated the same on up/down axis and should interpret instructions the same) also also, they do not move apart from one another immediately. The script seems to know that they need to move (+) units, but after you touch them with a player, one of the sides of the ring behaves as though it is being instructed to do (-) units just thought of this... should I be welding/grouping before setting the scripts, or after? I think the game always duplicates the scripts and they are tied to the individual parts, not the whole... make sense? maybe all that is getting discombobulated?
No matter what, if a player touches one of the pieces while or after it has moved from its original location, it gets confused about which direction it should travel, and gets out of step with the other pieces... so... As a pretty good workaround for this problem, I have done the following: 1st, At the end of each reset position action, despawn, spawn with no wait in between. This creates a seemless resetting of the desired default positioning, and if a glitch occurs it is only momentary. 2nd, help eliminate possibility of players standing on movable piece WHEN it wants to move. Used timing to schedule two invis blocker walls to extend outward from the center of the ring, sweeping players off of the top of the ring (gently), and then despawning thembselves. I am going to post this map, an Octagon variation, within a few days. Take a look if you are interested in seeing this solution in action and the maps main attraction, which is a truly random spawn system which eliminates the surviving player's ability to predict where the respawning player will appear!