ZylonBane on 29/10/2015 at 03:52
Is there any known way to deliberately impart rotation to an object? I'm not talking about tweq rotation, I mean the spinning that normally happens naturally when physics objects get knocked around. And no, do not suggest spawning an invisible explosive next to it. I'm hoping for more fine-grained control than that. Ideally, the ability to spawn an object already phys-spinning.
Yandros on 29/10/2015 at 04:15
Physics > Model > Controls has a RotationalVelocity vector, which if set on an archetype might cause initial spin, although I've never tried it. Other than that, the only other thing I can think of is the tnhScript TrapMoveRelative which I think can add rotational velocity and might be rigged to immediately affect a spawned object.
ZylonBane on 29/10/2015 at 04:55
Hm, this is for SS2, so tnhScript isn't an option.
Physics/Model/Controls always seemed like bad mojo to mess with the numeric values since they tend to reset themselves to zero.
But I'll be danged... Physics/Model/State/Rot Velocity does seem to actually work when placed on an archetype. Huzzah!
Yandros on 29/10/2015 at 11:40
Frankly I'm shocked, but it's certainly good to know.