Spin objects
by PeterB · in Torque Game Builder · 08/03/2006 (7:04 pm) · 4 replies
I can't get objects spin each other around-----
Last year I did the old version of the shooter tutorial with the old version of T2D:
http://tdn.garagegames.com/wiki/TGB/BasicTutorial1
...and the one here is of course the updated for T2D 1.1. And that's cool.
After doing it last year, I was able to assign to sprites something like:
%enemy.setMaxAngularVelocity(90);
and if two things knocked into each other, they spun around. With the new version, everything is very rigid. Objects don't fly apart after a collision, and again I can't get things to spin. What might I be doing wrong?
I've played with the collision and physics settings. (With old T2D) I remember making ships and bullets knock around like a pin ball machine...so easily.
-ty
Last year I did the old version of the shooter tutorial with the old version of T2D:
http://tdn.garagegames.com/wiki/TGB/BasicTutorial1
...and the one here is of course the updated for T2D 1.1. And that's cool.
After doing it last year, I was able to assign to sprites something like:
%enemy.setMaxAngularVelocity(90);
and if two things knocked into each other, they spun around. With the new version, everything is very rigid. Objects don't fly apart after a collision, and again I can't get things to spin. What might I be doing wrong?
I've played with the collision and physics settings. (With old T2D) I remember making ships and bullets knock around like a pin ball machine...so easily.
-ty
About the author
#3
"change collision mode to RIGID"
Just pointing out the irony:)
Yes Ricky is correct. Changing the collision mode to RIGID will make objects act to the physics engine's specifications.
08/04/2006 (12:00 pm)
"everything is very rigid" "change collision mode to RIGID"
Just pointing out the irony:)
Yes Ricky is correct. Changing the collision mode to RIGID will make objects act to the physics engine's specifications.
Torque Owner Ricky Taylor
(Found it out inadvertantly.)
--Ricky