gamophyte on 18/8/2016 at 22:19
Dumb question... is the same object to be dropped used in demo as in your mission? I'm getting at, you may have a custom object nested under a hierarchy object that the scripts don't make fall. Just a thought. Best of luck. Maybe someone you trust can open your cow to get a fresh set of eyes.
LarryG on 18/8/2016 at 23:13
Yes. Same objects in the test mission and they are OM objects, not custom. All objects fall naturally when dropped. Just not when rejected by NVMachine.
As I said the wash cycle makes the objects drop.
ZylonBane on 19/8/2016 at 16:52
Have you tried moving the setup to a different part of the mission?
Using different objects as the components?
LarryG on 19/8/2016 at 18:00
Quote Posted by ZylonBane
Have you tried moving the setup to a different part of the mission?
I haven't. I'm not certain how that would help me diagnose it. If it worked, yes, it might imply it was something local, but that's not a lot of help. And if it didn't work, I would be no better off. Besides, the wash cycle I implemented in the machine gets everything to drop and is a little added visual interest.
Quote Posted by ZylonBane
Using different objects as the components?
Yes.
An interesting thing is that when I use
set game_mode_backup 0 and exit game mode with the rejected components hovering, as soon as I return to game mode, they drop, right away, no bumping needed. Whatever is holding them up seems to not apply on restart of the simulation.
john9818a on 19/8/2016 at 19:13
How is the script creating the object that needs to be dropped? I guess it would be impossable to know without seeing the script code. The reason why I ask is because I had varying results with other methods like EmitterTraps, EmitStreamTraps, TeleportTraps etc and I forgot which methods caused objects to remain in mid air and which allowed the objects to drop.
LarryG on 19/8/2016 at 19:36
You would need to ask NV that. It is odd that the manufactured good always drops fine. It is just the rejected parts which don't in my mission. In test missions they drop fine too. I'm suspecting that there is some sort of timing issue with something behind the scenes related to the physics not happening soon enough or maybe too soon. But that's just a guess.
Nameless Voice on 21/8/2016 at 22:23
The rejected parts aren't created at all - they are merely stored (e.g. contained by the machine), and are teleported and have their refs restored when being kicked out.
One thing you might try is adding a delay (let's say, 1 second) before you fire try to wake them via NVWakePhysicsTrap or an explosion. Delays often solve random problems.
(The theory being that the wake-up is being triggered before the object has been fully released into the world, so it gets ignored.)
LarryG on 21/8/2016 at 23:13
I did try the same delay with NVWakePhysicsTrap and the explosion that I'm using with the water arrow bath, but neither of those got the rejects to drop. It remains a mystery.