Parenting prop_dynamic_override to prop_physics
Quote from hanging_rope on November 12, 2010, 5:56 pmI have a problem involving a prop_dynamic_override parented to a prop_physics. It works completely fine when the physics object is moved in a linear direction across the X or Y, but when The player picks it up and rotates it (That is, picks it up and moves his view), it moves an absurd distance with very little explanation as to why. Does anyone know why this would be and/or how to fix this?
EDIT: I've found out why it is (When the object is rotated, the child will orbit the object at the offset distance) Is there anyway to stop it from doing this?
I have a problem involving a prop_dynamic_override parented to a prop_physics. It works completely fine when the physics object is moved in a linear direction across the X or Y, but when The player picks it up and rotates it (That is, picks it up and moves his view), it moves an absurd distance with very little explanation as to why. Does anyone know why this would be and/or how to fix this?
EDIT: I've found out why it is (When the object is rotated, the child will orbit the object at the offset distance) Is there anyway to stop it from doing this?
Quote from hanging_rope on November 12, 2010, 10:59 pmMany thanks to you.
Many thanks to you.
Quote from Pilchard123 on November 13, 2010, 11:11 amI don't know if this has been resolved, but would a phys_lengthconstraint be any use? LMM's apparently don't update collision physics.
I don't know if this has been resolved, but would a phys_lengthconstraint be any use? LMM's apparently don't update collision physics.
Quote from hanging_rope on November 14, 2010, 12:56 amDoesn't really matter, I didn't need collisions to update. But that would be a better option if you needed collisions to update.
Doesn't really matter, I didn't need collisions to update. But that would be a better option if you needed collisions to update.