LarryG on 2/3/2011 at 05:37
Is there any way to stop a Joint tweq with a dampening effect, i.e. the rate slows to 0 rather than just jumping to 0.
Haplo on 2/3/2011 at 06:48
Quote Posted by LarryG
Is there any way to stop a Joint tweq with a dampening effect, i.e. the rate slows to 0 rather than just jumping to 0.
My memory might be failing me but isn't this what the generators do when you turn them off?
LarryG on 2/3/2011 at 07:02
Not that I can see ...
The Watcher on 2/3/2011 at 10:22
As far as I know, there is no built-in way to do it, or any kind of smooth tweq transition. I've been looking at writing a script to do it (primarily for pendulum effects, but I expect it could be generalised), but haven't had time to attack the problem properly...
john9818a on 19/11/2015 at 19:29
I was looking for something similar except for use on the rotate tweq. I have two chains that swing but I needed them to gradually reduce their swing range until they either stopped at the middle or had a very small swing motion at the end of the process.
I resorted to using five different versions of the chains in the gamesys, and each one had a different set of rotate properties... 135° to 225°, 145° to 205°, etc until the last one was at 180° to 180°.
I set up a marker that is created by an EmitterTrap and stims the initial object which corpses into the next object until the last object is created.
The effect is rather crude but hopefully it looks convincing that each chain's kinetic energy is reduced over time.
I also thought about using the Set Properties feature but I don't know the name for the rotate property, and also I thought about using the Clone Properties feature but that would waste objects if they had to be in game.
LarryG on 19/11/2015 at 23:51
The Watcher's script would have been the way to go. Without that, property sets on a Joint Tweq would have been my next choice. The property name is CfgTweqJoints. You would need quite a few of them, maybe one every few degrees of reduced swing. It would take some experimentation to get an effect that looks OK to you as you cycle through the property sets before actually stopping the swing. But it should look better than the jerkiness of coprsing to get the effect.
If you are really using Tweq>Rotate, then the property name is CfgTweqRotate.
john9818a on 20/11/2015 at 03:30
Wow I didn't know those scripts were available. Thanks Larry for advising me. Yes it is rather jerky corpsing from one object to the next.