Difference between revisions of "ApplyHavokImpulse - ObjectReference"
Jump to navigation
Jump to search
ApplyHavokImpulse - ObjectReference (edit)
Revision as of 07:55, 22 October 2012
, 07:55, 22 October 2012Adding a note for bugs.
imported>JustinOther m (→Examples: Floatified) |
imported>Perdev (Adding a note for bugs.) |
||
Line 44: | Line 44: | ||
Skeever.ApplyHavokImpulse(0.0, 0.0, 1.0, 1000.0) | Skeever.ApplyHavokImpulse(0.0, 0.0, 1.0, 1000.0) | ||
</source> | </source> | ||
== Notes == | |||
* While the graphics and collision boxes are correctly moved by this function, [[GetPositionX - ObjectReference|GetPosition]] and [[GetAngleX - ObjectReference|GetAngle]] will return the old position. A workaround is to have a dummy, invisible, object and use MoveToNode to move it to one of your real object's nodes, then get the position of your dummy object. [http://forums.bethsoft.com/topic/1416758-addhavokballandsocketconstraint-questions/page__view__findpost__p__21667888 (source)] | |||
* A side-effect of the previous bug is that if your object's original position is now a few cells away from the player, it will be unloaded by the game even if its graphics and collision box are close to the player. A workaround is to periodically update the position of your ship through [[SetPosition - ObjectReference|SetPosition]]. | |||
== See Also == | == See Also == | ||
*[[ObjectReference Script]] | *[[ObjectReference Script]] |