LarryG on 7/3/2009 at 03:39
What is necessary to make an object able to have rope arrows stick to it and deploy?
Physics>Terrain>Can Attach: Rope
Object System>Immoble: True
MetaProperty>Materials>MatSemiSoft>MatWood
Anything else?
Yandros on 7/3/2009 at 04:12
I don't know if that's it - qolelis should know with his recent rope-crate experiment. But I do think that the material tags aren't necessary, they only determine the collision sound (ie arrow hitting wood). I imagine you could make it metal or whatever if you wanted to.
qolelis on 7/3/2009 at 12:27
Quote Posted by LarryG
What is necessary to make an object able to have rope arrows stick to it and deploy?
Physics>Terrain>Can Attach: Rope
Object System>Immoble: True
MetaProperty>Materials>MatSemiSoft>MatWood
Anything else?
The best way to know for sure is to try it out...
I created a fnord and added properties to it until arrows stuck in it. What you need is:
* Physics->Terrain->Can Attach: Rope and/or Vine (Rope means both broadheads and rope arrows)
* Object System->Immobile: True
* Physics model (any type except None) (if you have none, just add Attributes, press Done, go back to properties and all phys props has been added automatically)
* Physics->Misc->Collision Type: Bounce (at least)
Physics->Terrain->Can Attach: Rope is already added to
MatWood, so if you add
MatWood you don't need
Can Attach. By the way: In my dark.gam, vine arrows don't stick in wood, so I added
Vine to
Can Attach in
MatWood (I think it makes sense for vine arrows to stick in wood).
The only thing I needed to do with my rope-able crates was setting
Object System->Immobile to True. The rest was inherited from Barrel.
Remember that setting
Immobile to True makes the object cast a shadow, so if you want your object to be "pickupable" you have to make sure that the shadow is not created. The only way (I did test a lot of other shadow-related props)
I could do it was by moving the crates out, then calculate lighting and finally move the crates back in again. Is there a better way?
LarryG on 7/3/2009 at 13:46
Quote Posted by qolelis
The best way to know for sure is to try it out...
I created a fnord and added properties to it until arrows stuck in it. What you need is:
* Physics->Terrain->Can Attach: Rope and/or Vine (Rope means both broadheads and rope arrows)
* Object System->Immobile: True
* Physics model (any type except None) (if you have none, just add Attributes, press Done, go back to properties and all phys props has been added automatically)
* Physics->Misc->Collision Type: Bounce (at least)
That's pretty much what I did, and it seemed to work, but I wanted to check that I wasn't missing something not so obvious that would cause DromEd to trash my work two weeks from now. :grr:
Thanks.
Yandros on 25/4/2015 at 19:36
I'm trying unsuccessfully to allow the player to put a rope arrow into a Shutter object. It already gets MatWood from the spinnydoor parent archetype, so I added Object System > Immobile and Physics > Terrain > Can Attach: Rope (which is also in the MatWood metaprop) to it, but the arrow disappears and no rope gets deployed. What am I missing?
fibanocci on 25/4/2015 at 20:35
It's the rotating property. Get rid of it, if you can.
R Soul on 25/4/2015 at 20:37
The Rotating/Translating property probably does something to override the usual handling of the cuboid physics model.
Yandros on 25/4/2015 at 20:43
Ah, good point. They're set to frobinert anyway so the door prop isn't even needed.