floating objects in wavesets

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floating objects in wavesets

Postby dendwaler » Sun Oct 18, 2009 10:31 am

Hi all,

I noticed during playing with a ball in my age, that it does not float when it falls into the water(waveset)!
It should behave similar as my avatar and start to float when detected in the swim area.
In think anything lighter then 1 should react to the swimming area.

I don't know how to solve this.
It is important when we want to put a "boat" in the age with a proper behavior.

i dropped it here, but i think this is mainly a pyprp issue.

Any Ideas?
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Re: floating objects in wavesets

Postby D'Lanor » Sun Oct 18, 2009 2:05 pm

It is not a prp issue but a plasma engine limitation. Did you ever see this happen in a Cyan age?
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Re: floating objects in wavesets

Postby Chacal » Sun Oct 18, 2009 8:14 pm

My guess is a boat would just be a subworld and you would tweak its path until it seems to be floating on water.
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Re: floating objects in wavesets

Postby Corvus » Mon Oct 19, 2009 12:57 am

You should visit Botan (one of ametist's ages). There you can ride a boat.
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Re: floating objects in wavesets

Postby D'Lanor » Mon Oct 19, 2009 1:54 am

I think we are going somewhat off topic. What I am saying is this: A kickable (or any other object for that matter) cannot swim. Only avatars can.

Chacal and Corvus are right. Boats are made using subworlds. They do not use swim regions.
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Re: floating objects in wavesets

Postby dendwaler » Mon Oct 19, 2009 2:49 am

Thx you for the advices.

I just hoped there where MORE physics available then the little I have seen in "Live". :lol:
May be when Cyan finally open sourced it, there will be some extra possibilities.
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



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Re: floating objects in wavesets

Postby Jojon » Mon Oct 19, 2009 3:31 pm

A better physics implementation also making subworlds redundant, except for special cases, would be mucho neat-o grande. :9

Not holding my breath, mind. :)
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