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Thread: Avoid flinders resting on small ledges

  1. #1
    Member
    Registered: Sep 1999
    Location: Austin, TX

    Avoid flinders resting on small ledges



    Does anyone know a clever way to avoid flinders resting on small edges like this?
    The red line is the top of the physics of the window and I don't want the flinders from the upper broken out window to rest on it.

    Thanks!

  2. #2
    Member
    Registered: May 2002
    Location: Texas
    In the flinderize link data you can set the flinders to scatter beyond the window.

  3. #3
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Sorry I should specify, I have already found the inpulse number that makes the glass fall right. Any more, with spread checked, yes it can launch it away more. But... some hit the top and fall back down, and for those that don't, look nothing like breaking glass; fast spinning explosion, overdone. So the solution I'm hoping for is likely to be about the flinder object props. I will poke around more, maybe I can make them slippy so they can't be on that ledge.

    I see also that the flinder bounding boxes looks like small little cubes, and I haven't tried to make them smaller yet. I was weary of that because maybe they are like that to be good as being flinders. More hours poking around, here we go.

  4. #4
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Okay so the best solution I have, which works 95% of the time and I will have to "oh well" the 5%, is using a higher elasticity and sub-models. Now they are basically bouncy barbels in spirit, and it actually make the glass look better and more splashy. Their density is still considerable so they don't look too light. But yeah all and all, ot significantly lowered the chances of the shards being stable/laying on the edge.

  5. #5
    Member
    Registered: Oct 2008
    Location: Finland
    Maybe you could make invisible small slope above that window physic, which will make them slide off?

  6. #6
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    You could use a custom stim on the window object which destroys shards on contact. So you lose a shard but don't have any ending up like that.

  7. #7
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Quote Originally Posted by Yandros View Post
    You could use a custom stim on the window object which destroys shards on contact. So you lose a shard but don't have any ending up like that.
    Hey now yer talkin. That would make sense too, will all that heavy glass hitting it already half broken, it should break too, if hit. Nice. I think this is the way to go.

  8. #8
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    A lesser option would be to disable physics collisions with objects on the flinders, so they'd only come to rest on terrain. I forget the exact property to do this.

  9. #9
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Oh crap if there is such a property, that's the way to go. I didn't realize there was one.

  10. #10
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Thanks to you both.

    I did think of that - I believe you set Type to none to quickly turn off physics... whoops, that was to hide it, I meant collision type: None.
    It was last solution though, if I could help it. I like how they splash all about and stay in the world, whilst not clipping into the stone rail or it's own windowsill. I love the sub-model approach, and with it, they rarely get stuck. And so, it would be great for those time it does, if it broke the bottom window.

    I will play around with it tonight. I imagine if they touch at all it will bust, so I may try to do something where it has to come to a rest before it busts. Fast enough for you the player not to notice, but a come-to-rest so it's not super temperamental, ie avoid one little shard blowing out the bottom window.

    PS. this stuff is fun, I'm already thinking how the larger flinder pieces can flinder again into smaller pieces when they land. I promise not to spend that much more time on it haha. And don't worry there's only about 3 windows in the whole place. Wait... that makes me think.... If I just flinder the flinders, they'd explode on the ledge so they'd never get caught. I'll put a pin in it, I may not have the object count free to do that.
    Last edited by gamophyte; 18th Mar 2019 at 23:53.

  11. #11
    Member
    Registered: May 2002
    Location: Texas
    It depends on what you want, but if you set the Collision to bounce and slay on impact, the flinders will disappear once they hit anything including the window. Otherwise it might be strange to see flinders falling through the window before resting on the ground.

  12. #12
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Quote Originally Posted by john9818a View Post
    It depends on what you want, but if you set the Collision to bounce and slay on impact, the flinders will disappear once they hit anything including the window. Otherwise it might be strange to see flinders falling through the window before resting on the ground.
    Yeah I like this, and with these heavy shards it makes sense to have a already half broken window below be this sensitive. What's cool too, is that I'm making the bottom split in two before each shard breaks into two smaller and the pebble size I already have modeled I can just throw in there. I should me them not have much impulse/explosion factor so they lumber over to the ground.

  13. #13
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Quote Originally Posted by john9818a View Post
    It depends on what you want, but if you set the Collision to bounce and slay on impact, the flinders will disappear once they hit anything including the window. Otherwise it might be strange to see flinders falling through the window before resting on the ground.
    Yeah I like this, and with these heavy shards it makes sense to have a already half broken window below be this sensitive. What's cool too, is that I'm making the bottom split in two before each shard breaks into two smaller and the pebble size I already have modeled I can just throw in there. I should make them not have much impulse/explosion factor so they lumber over to the ground.

    Also another cool side effect is the kick plate below stops the player from running into it, but if you jump into it you break it like IRL. I would love this to scare the s___ out of the player if found while trying to be super quiet. Again, a way to make the player jump that works within the world.
    Last edited by gamophyte; 21st Mar 2019 at 09:52.

  14. #14
    Member
    Registered: May 2002
    Location: Texas
    It sounds pretty intense. I'll look forward to your mission's release!

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