.:HyPeX:. Posted July 9, 2015 Share Posted July 9, 2015 Well, i've got 2 issues so far. Code: --Client local newPosRelative = Vector3(0,2,1) local Pos = localPlayer.matrix local newPos = Pos:transformPosition(newPosRelative) object = createObject(3065,newPos) object.frozen = false object.collisions = true object.scale = 1 object.mass = 20 setTimer(function() local velVector = Vector3(0,0,0) object.velocity = velVector end,100,1) setTimer(function() setElementVelocity(object, 0,0,0.2) outputChatBox(object.mass) end, 3000,1) 1st. Issue, the object weight. Modifying the object mass doesnt make any difference when i make it "jump", it will still reach the same height, and fall as quickly, i'm not sure if modifying its mass should make any difference, or i should edit something else? 2nd. Issue, the object scale. As i already know, changing its scale wont change its collision box, but how could i modify its collision box according to scale? Thanks Link to comment
.:HyPeX:. Posted July 15, 2015 Author Share Posted July 15, 2015 No one knows anything about this?.. Link to comment
GTX Posted July 15, 2015 Share Posted July 15, 2015 Changing the mass will sure change the moving behavior of an object, especially for dynamic objects. For the scale part, you cannot change the collision box. It will stay the same as it originally is. Maybe you could try something with: engineLoadCOL engineReplaceCOL Link to comment
.:HyPeX:. Posted July 16, 2015 Author Share Posted July 16, 2015 Changing the mass will sure change the moving behavior of an object, especially for dynamic objects. For the scale part, you cannot change the collision box. It will stay the same as it originally is. Maybe you could try something with: engineLoadCOL engineReplaceCOL Tested it, i tried giving it a velocity, it will fall at the same point and time whatever the mass is. However if it would hit a car for example, a mass 5000 will splat the car, while its original 10 mass will only bounce off from it. Link to comment
GTX Posted July 16, 2015 Share Posted July 16, 2015 Well, you should blame GTA physics for that. Maybe try another object or is it a specific one? Link to comment
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