Delayed Explosion Projectile Jitters and shakes
by Stephen Clark · in Torque Game Engine · 08/19/2003 (12:54 pm) · 11 replies
Does anybody know why a projectile with its delay set just sits there on the ground and shakes until it explodes? It sorta looks like its trying to fall/roll down but it cant... This has happened to me with multiple projectile models w/ collision meshes.
Any clue anybody?
And does anybody know if there are more than just the Projectile type of projectile?
Thanks,
-s
Any clue anybody?
And does anybody know if there are more than just the Projectile type of projectile?
Thanks,
-s
#2
-s
09/06/2003 (12:45 pm)
I am working on this. The projectile.cc is totally messed up, only really works for "standard" projectiles. Anything that has a delay time is made to bounce. I am working on overhauling this to allow for different types of projectiles (standard, beam maybe, bouncing, ground hugging, and "balls"). -s
#3
09/06/2003 (12:48 pm)
Contact Jackie Hayes, he came across this and fixed it I believe.
#5
-s
09/12/2003 (2:54 pm)
Ah, I remember reading this post... Adjusting the mass and other variables does not really fix the problem as far as I know, it just serves to sorta mask it... The jittering is happening because ANYTHING that has a delay is made to bounce and the reason its freaking out when the bounce stuff is set to zero is probably due to rounding errors or some const or something like that. The real fix will be in the C code. -s
#6
a. Normal projectiles w/ bounce (the way they work now)
b. timed projectiles that explode and dont bounce/jitter
c. My own bounce
d. Suprise!
e. I'd like to add in beam weapons too, but I think it would be better staying as a seperate class the way it is now...
Oh, and I got simple shockwaves working (using splashes)...
09/26/2003 (10:46 am)
Ok peeps, I'm working on totally revamping the projectile.cc to support:a. Normal projectiles w/ bounce (the way they work now)
b. timed projectiles that explode and dont bounce/jitter
c. My own bounce
d. Suprise!
e. I'd like to add in beam weapons too, but I think it would be better staying as a seperate class the way it is now...
Oh, and I got simple shockwaves working (using splashes)...
#7
Is there a fix available anywhere?
Thanks in advance for any help!
11/21/2005 (7:54 pm)
Sorry to be resurrecting such an old thread, but this seems to still be an issue in Torque 1.3 (and the projectile class in Torque 1.4 look identical, so I assume it is also an issue there)... is no one else experiencing this?Is there a fix available anywhere?
Thanks in advance for any help!
#8
Anyone have any luck with this? I have temporarily switch to using 'Items', but am still wondering if anyone has any suggestions...
Thanks!
Stephane
11/29/2005 (12:53 am)
*bump*Anyone have any luck with this? I have temporarily switch to using 'Items', but am still wondering if anyone has any suggestions...
Thanks!
Stephane
#10
01/26/2006 (1:30 pm)
No? :/
#11
Thanks!
-s
01/27/2006 (3:12 pm)
I think I posted a little while ago to a different similar thread, but there is a fix. The overall problem is that the projectile w/ bouncing is basically the tribes 2 pea-shooter that doesnt loose speed when it bounces. Its been quite a while since I looked at the projectile.c, but as far as I remember it with the current code it never stops moving. I changed it in mine so that whenever it hit terrain it would totally stop, but I think the thing to do is to check a threshold for the velocity vector length (or something like that) and then if its below just set it to zero. Thanks!
-s
Associate Stefan Beffy Moises
Anybody else?