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When Gravity Fails...
Posted: Fri Nov 21, 2014 2:29 am
by Isaac
Has anyone assigned the "gravity" component?
I have added it to a few objects, and they do ~eventually~ fall when no longer supported, but this happens seconds after the support is removed. Has anyone learned of a way to call or update gravity in the script?
Obviously objects the player drops (in pits) fall immediately, so the must be a way.
Re: When Gravity Fails...
Posted: Fri Nov 21, 2014 6:58 am
by NutJob
I just tried this,
Code: Select all
party:createComponent("Gravity")
party.gravity:disable()
hoping it would work. No deal.
Re: When Gravity Fails...
Posted: Fri Nov 21, 2014 7:21 am
by minmay
party already has a gravity component from my testing it seems to get enabled whenever the party would fall. So disabling it doesn't do anything useful unless the party is already falling (in which case it can stop them in midair, but they'll fall again as soon as they move or non-mouselook turn).
Re: When Gravity Fails...
Posted: Fri Nov 21, 2014 12:16 pm
by gambit37
Sounds perfect for a levitation spell...
Re: When Gravity Fails...
Posted: Fri Nov 21, 2014 3:37 pm
by Batty
I added a Gravity component to an item, put it on a bridge and destroyed the bridge using a pressure plate activating a script and the item falls immediately, there's no delay. I didn't put any fields in the component:
you can add fallingSpeed = x but you don't need it. Haven't tried anything else.

Re: When Gravity Fails...
Posted: Fri Nov 21, 2014 6:45 pm
by QuintinStone
Does party.onMove() get called when a party starts falling?
Re: When Gravity Fails...
Posted: Fri Nov 21, 2014 8:32 pm
by Isaac
Batty wrote:I added a Gravity component to an item, put it on a bridge and destroyed the bridge using a pressure plate activating a script and the item falls immediately, there's no delay. I didn't put any fields in the component:
you can add fallingSpeed = x but you don't need it. Haven't tried anything else.

This is what I did, but the item falls somewhere between 3 to 5 seconds later. I was hoping that there was an update function I could call from the bridge/plate script.
gambit37 wrote:Sounds perfect for a levitation spell...
It does indeed.
Re: When Gravity Fails...
Posted: Wed May 27, 2015 11:16 am
by AndakRainor
Has anyone found a solution to skip the 5 seconds cartoon situation before a gameobject realizes there is no floor under it ? ^^
I try to define a pushable ice block but it does not fall immediatly when it should. Also, when it falls it does it as a quamtum particle, it teleports to the floor below without any fall animation ! Ok, this object has no item component, could it be the cause of those problems ?