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 Raycast Vehicles 
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: Raycast Vehicles
Daman wrote:
pretty sure you can't run lua on attachables

numgun wrote:
Code:
PRINT:     SetWhichMOToNotHit  function

The wheels could be separate MOSRotatings, bound to the vehicle through Lua; which I think is why this was mentioned.


Sun May 17, 2009 3:05 am
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: Raycast Vehicles
But there is still the trouble of applying a velocity to a point on the car, and not just the sprite offset.


Sun May 17, 2009 4:46 am
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: Raycast Vehicles
What about AddForce and AddAbsForce?
The Wiki wrote:
AddForce

Adds force to this MovableObject for the next time Update() is called.

Arguments:

* An Vector with the external force vector that will be added to this
* MovableObject and affect its path next Update(). In N or kg * m/s^2.
* A Vector with the offset, in METERS, of where the force is being applied relative to the center of this MovableObject.

For velocity you'd have to do a few calculations to get from force to m/s, but other than that.


Sun May 17, 2009 12:25 pm
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