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RE: De/activate a rope
A (slightly impractical) workaround would be to use InteractConnectPropWithRope to connect the rope to a valve that is out of view from the player. Then use SetWheelStuckState in place of SetEntityActive (-1 for "deactivating the rope" and 1 for "activating the rope"). Note that the rope area should be placed outside the room and make sure that the position node is directly below the rope area (i.e. it can't be at an angle, else the game may crash).
Suggested rope settings would be:
MinTotalLength: 0.01
Automove: checked
Automove acceleration: 50
Automove max speed: 50
RopeFile: (leave blank)
Damping: 1
Stiffness: 1
and adjust MaxTotalLength to your needs.
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10-01-2013, 03:48 AM |
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