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| Reporter | AndrewofDoom | Assigned To | Valathil | |
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| Priority | normal | Severity | minor | Reproducibility | always |
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| Status | closed | Resolution | won't fix | |
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| Summary | 0002675: Setting an Object's Z Component Velocity Does nothing |
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| Description | In scripting, I can set the velocity of the x and y component velocities of any ship through scripting, but if I assign a velocity to the z component nothing happens (despite what the scripting system will tell you otherwise.) |
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| Steps To Reproduce | 1. Download attached mod.
2. Run the mission "Velocity Assignment Test" in the mission simulator.
3. Sit still and watch. Look at the velocity gauge and the printout on the upper left of the screen. They match until it switches to moving in the z direction. At that point the scripting printout lies since the speed gauge reads 0. |
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| Additional Information | This is a major roadblock in my attempt to make a workaround for another collision issue which to fix would require an entire rewrite of the collision detection to solve (it's because I'm constantly moving player's position every frame that leads to the possibility of running into a ship with 0 velocity. Current collision detection makes the assumption that at least one of the objects has a velocity =/= 0, so that allows the player to pass through any and all ships if the player and the thing that's its about to intersect don't move). |
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| Tags | physics |
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