#enfusion_physics

1 messages · Page 3 of 1

crystal berry
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Whats the prefix for capsule colliders

willow crane
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ask ai

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UCS_

terse crag
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Does ApplyForce work on vehicles? On my end ApplyImpulse per frame works fine, but ApplyForce does not seem to work

lyric marlin
stone parcel
civic coral
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Might be the wrong place, but how would one go about making a version of the ApproachRadar_TPN19_01.et that's destructible? Not necessarily with any effects, just that if you put something near it that goes bang it is destroyed

clear frost
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Alright super niche question here.

I have a tunnel system under the map. The issue im having is when player collide with another entity, like another player, or a tunnel wall, a certain way they are snapped to the terrain above the tunnel.

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Does anyone know what might handle that process or have a good idea for an alternative method? Basically I have a teleportation system where you interact with an "entrance" and it ports you into a bethesda style tunnel network

They function perfectly above the terrain, but when above the map the AI can no longer walk. if I have the tunnel system low enough in the sky to be within simulation range, then people would see it in the world.

crystal berry
clear frost
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theres some sort of behavior that I think is meant to prevent players from falling under the map

clear frost
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alright I found a work around. I can increase the simulation range in the sky, by creating a tiny spire of land in the corner of the map.

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But I have concerns abouut the performance changes that increasing the worlds volume would have.

lavish lion
crystal berry
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Yet..nice

south umbra
# lavish lion This is also why actual terrain hole is not there yet

So far it works well with what you guys did to have object meshes being able to have the same shader materials like terrain has so you dont notice it visual that you got covered your prepared hole for your subterran mesh but having the option to sculpt holes directly into the terrain would be nice..

Is this even possible by using heightmaps or will there be a second heightmap in use which is connected to the first like layers?

crystal berry
timber flame
crystal berry
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That is interesting. So it has to support multiple terrains then yes? That would be useful for other things also if we could get multiterrain support.

timber flame
crystal berry
normal heron
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Anyone know why my structures/constructions have no collision after I close the world editor and come back?

upbeat quest
normal heron
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thanks

crystal berry
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Can add a thrust point gizmo to visualize it's transform on VehicleBuoyancyComponent ?

wide egret
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How do I correctly enable collision on a wreck? After a vehicle is destroyed, the wreck falls through the terrain. The colliders are set up

hidden tide
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I figured it out. You need to set the direction of the prefab to be that of the same launch direction otherwise physics some times doesn't update it right
~~
Can any one explain why launching a shell with same exact position/velocity/direction, ect the shells land. Randomly like 5% of the shells are go somewhere else?
~~
No wind

Left = 95% where all shells land
Right = 5%

topaz iris
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I’m creating a Merlin helicopter and need some help.

When I start the helicopter it does this huge spin on the spot to the right presumably because of the Rotor Torque but I can’t seam to find a fix for it no matter what I do in HeliSimComponent

I’ve made a lot of helicopters in the past and it only seams to affect larger sized models.

Any help is appreciated please!

topaz iris
mortal verge
crystal berry
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Can anybody help me out why my wheel colliders aren't registering / importing?

willow crane
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💀

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wheel colliders are separate from body

crystal berry
median field
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I also see you're using one of my plugins for blender. This is not 100% done but leagues better than the old one now.

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delete the old one and add this. Dont unzip it, just add the whole zip in addons

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You also dont need to set a collision for the wheel like that anymore i believe. The physical collision will be on the wheel itself, but add that collision you have as a minetrigger layer. You can also do that on the wheel itself too. But here using my tool, just select the mesh you want and click on the collision it will auto adjust to the wheel

crystal berry
crystal berry
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I can send you the .blend if you want it to debug your tool.

median field
crystal berry
median field
crystal berry
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Ok my bad ty

crystal berry
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And it's doing it for all wheels now lol. I think maybe its a blender cache issue or something.

median field
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and then sepearte again

low helm
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What is required to get objects to react to projectiles? I can get them to react dynamically to just about everything except projectiles and explosions. Feel like I've tried every layer preset/ collider type possible but still nothing. Is it tied to specific ent classes? Thanks

south umbra
low helm
south umbra
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Try to use BuildingFireView if it works (should be CollisionHitCantLookTrough)

low helm
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I'll try but BuildingFireView is for static ents

south umbra
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Also do you have UCX or UTM? Ive noticed for my HeadGear when ive accidently used(didnt know) UTM i wasnt able to make it working to shoot it down of head

low helm
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tried it with each individually and both at same time

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I setup colliders the same as vehicles are setup since those react to explosions and still nothing. Assuming its the ent class and maybe an additional component

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they will roll down a hill and destroy tress in their path but dont care about any projectiles or explosives

south umbra
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Weird.. i dont have enough experience in the new Enfusion Engine yet so i cant help more.. im sure someone could help out here.. is there no other vanilla object acting like you need to get a insight of its added components?

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I know this sounds weird now.. but this poop has physics when you hit it with bullet it moves/rolls away.. 😅 also it gets deleted after.. probably this poop has what you need

low helm
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nvm found it

south umbra
low helm
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hilarious either way, especially since i just went hunting for a turd prefab haha. Seems like the movement after shooting it is just part of the destruction multi phase so not like what im looking for. I do wonder if collider needs to be a capsule since thats what characters use and the turd haha

south umbra
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Try it, maybe its the solution excellent

deep slate
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Hey, idk if i have to ask it here, but i placed a wall but i can go through it, how add physic to it please ?

crystal berry
quick jetty
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When applying physics to a tracked vehicle how do I use bones

chilly marsh
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here ya go

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change sim state to simulation and response index to one of the momentums and it should work

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and make sure you have your layer preset as one that interacts with the environment

chilly marsh
low helm
# chilly marsh

yeah already had sim state, and response index setup properly according to wiki and have tried every combo possible, object will react to player/vehicles pushing against it, roll around on sloped terrain etc but nothing from explosives projectiles. Only thing I can think of is its missing a required component but not sure what it would be

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collider is parented to armature too

pearl elbow
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Hi everyone, I need some help with the simulation settings for a helicopter. As soon as I activate AutoHover, the helicopter starts constantly rocking forward and backward.
What settings could be causing this? Thanks.

lyric marlin
# pearl elbow Hi everyone, I need some help with the simulation settings for a helicopter. As ...

Helicopter is too maneuverable or not maneuverable enough, coupled with speed force (angular), so basically if you pull on the cyclic and the forces compound and releasing it causes the helicopter to continue swinging that direction, auto hover will be bad, because essentially auto hover doesn’t know its input is going to blast the helicopter past what is desired (or it can’t react quick enough to settle it when it’s close)

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A dirty fix is messing with speed forces and trying to use the one from the UH-1 as a test

indigo pivot
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can there something be done about the MI-8 spinning upon starting or shutting down the engine? it keeps causing so many unnecessary conflicts and death in PVP

scenic trench
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It’s called torque

lyric marlin
indigo pivot
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It‘s highly doubt its torque! Maybe just disable the wheels, until they work properly? I mean… the brake hardly works anyway. Once you’re rolling with it, there’s no steering or stopping

scenic trench
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That happens because the tail rotor upon starting up or shutting down the engine is not providing enough force to counter the main rotor, so it spins

hybrid ember
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what layer preset do i need in order to drive vehicles on an object? i currently have UTM_VC but tires just spin.

blissful pasture
shadow aspen
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How do I give 3d models a collision? I always fall through the mountain.

hidden tide
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How can i apply physics impulse to a player while they are standing still? It seems like applying an impulse only works while the player's velocity is greater then zero?

Physics physics = player.GetPhysics();
physics.ApplyImpulse("0 500 0");

Nothing happens when player is still. However if i walk forward and call this, it does work.

elfin belfry
shadow aspen
rapid kestrel
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Anyone have any insight on the potential for a trailer hitch type mechanic. But not for a trailer. For a person pulling something. Have a picture for clarity if anyone is interested.

ruby shadow
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Why do shell projectiles have gravity when their mass is 0

frosty lintel
# ruby shadow Why do shell projectiles have gravity when their mass is 0

Because Enfusion simulates relativistic spacetime curvature which affects even the course of massless objects like photons
Or because all mass of game objects is negligible when compared to the mass of planets and can be ignored in gravitational calculations
I'll let you decide which one to believe

ruby shadow
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Just a bug

hidden sluice
hidden tide
ruby shadow
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Seems like projectile mass still doesnt do anything?

haughty stag
real hearth
pine vine
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Anybody good with collisions or colliders

tranquil rapids
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There is a tools for colliders

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How to create simple colliders in Blender and import them to Enfusion Tools ( Arma Reforger Tools ) to enable collisions for the assets.

Chech the fist video to learn how to sync blender with enfusion tools, to create a project, to import assets, to open a map, to import textures, etc...
https://youtu.be/a5s6pM1dGHM?feature=shared

Chapters:...

▶ Play video
ruby shadow
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how can I prevent hierarchy entities from affecting physics of parent? if I put a turret on something and apply impulse it moves the center of mass

ruby shadow
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also why is it that once the entity crosses certain velocity, applying the same torque as before makes the torque apply as if it was multiplied by 100?

ruby shadow
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some of my issues got resolved after checking "merge physics" in hierarchy component but now workbench crashes without crash report when exiting play mode, jesus christ

ember iris
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can someone help me start somewhere with my mod?

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i am trying to add cloth physics to clothing items that changes based on wind

lyric marlin
# ember iris i am trying to add cloth physics to clothing items that changes based on wind

potentially impractical starter project, but there are some ideas off the top of my head:

Give the clothing a component, and that clothing would need a preset "lattice" of bones, perform calculations based on wind/movement to manipulate bones manually with script (if it's already animated by the player armature no dice here).

You could have the clothing be pieces which are jointed together. Bullet physics will hate this and it will probably not look great (think more like minecraft cape), but this is a possibility.

Animation graph (most "in house" solution, yet probably the hardest, but some pros here, or hacks to accomplish)

ember iris
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thank you for the help i will take note of this

south umbra
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You could also work with morphs and script that

grand tangle
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Hey all, I think this is the right place to ask, I’m trying to make a FDC/AFATDS style mortar calculator that lets you input grid coordinates rather than it being reliant on knowing what map you are on. It’s pretty accurate as it bases the calculation off of the range tables per round/charge per mortar system. The one thing I want to add to it is wind adjustment. Having wind direction and speed be the input would be the goal but I am not sure that would be enough as it doesn’t calculate the actual ballistic trajectory, it just interpolates between the two brackets for that range table. Anyone have any tips on this?

wheat verge
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Hi everyone, I’m currently making a static 3D object that I’d like to transfer to the Arma Workbench. I’m having a small issue... everything seems fine during the transfer and my colliders are all set up. However, when I test it (using the .et or .xob), the character collides with the object correctly, but bullet impacts don't register at all.

Even after adding a RigidBody component, nothing changes. Does anyone have an idea what might be causing this?

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I’ve already set the collider layers to concrete and metal and assigned them to 'building', but it's still not working...

wise girder
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there is a lot of colliders type

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i think it's firegeo i'm not sure

wheat verge
wheat verge
wise girder
ruby heron
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A while ago I saw a video in here of a guy who made a weapon charm with working physics, does anyone know who this is?

south umbra
wicked summit
dusk eagle
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Hi, I'm very new to Arma Reforger modding. I'm trying to create an structure using existing walls, but when I put them on my server they move around and appear jumbled.

upper wing
# dusk eagle Hi, I'm very new to Arma Reforger modding. I'm trying to create an structure usi...

Watch this:
https://youtu.be/OV0e7yPJa4c?is=VaZ7F4rNLH3vYtV2

Also this is not the right channel for this

A tutorial video showing how to create your own custom compositions.

Game Master: Composition Configuration Tutorial Wiki: https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial

Music from #Uppbeat
https://uppbeat.io/t/prigida/snow-fi
License code: D7ZMNIXZD3LEVXKW

Music from #Uppbeat
https://uppbeat...

▶ Play video
wanton haven
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Hi everyone,
I was tweaking an engine when i noticed that IdleRPM on vehicles isn't sustaining when in water ?
shouldn't it stand at idle value ? am i missing something here ?

vague turret
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HI , I try to put those tripod weapons in bunkers, but my caracter can't get "inside the vehicule" in game, with GM i can drop my caracter directly inside the weapons. Does someone know how to diseable this options, and the usage of tripod weapons inside building and low roof, --> whenever i use the tripod weapons over the floor it works, if I lift up a bit the weapons to close to the roof , no more !

thx for the help

zinc drift
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Does anyone know of a way to increase the ragdoll time of a character prefab? I can't even find what dictates ragdoll in the first place

untold pike
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lets no crosspost same question on multiple channels. find the most relevant one and use that #rules

random jungle
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Anyone know why the Wheels/collider goes through the map? Im using UBX for the wheels collider and the wheel layer preset but it keeps going through the floor when dropped from higher alltitudes as well as increasing the mass of the plane

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Im not sure if im using the wrong layer preset or if the colliders need to be bigger

wicked summit
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not by the collider

ruby shadow
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In Enfusion, collision of wheels is not handled by colliders of wheels

random jungle
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Sometimes When I drop it its somewhat fine other times the colliders go through the floor for a sec just to come back upp

lyric marlin
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you also want to right click the heli sim component in world editor and hit "compute local inertia"

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which will stop that jittering. You don't want terrain colliders on wheels, only the mine trigger compex types so that the wheels run into mines

random jungle
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Should I keep it or just remove it completely?

lyric marlin
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so your wheel collider is not the same as the heli sim wheel

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they don't talk to eachother

random jungle
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Right so I should focus on the wheel sim more

lyric marlin
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i would get rid of it, or make it MTC type, then add a small box collider above the wheels surrounding the strut

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and make the suspension stronger of course, etc. it will take a lot of trial and error, but the box colliders will stop the wheel from phasing through the ground, instead it will just bottom out

random jungle
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Its just that for a 7 wheeled plane ive been pulling my hair around the suspension. I can make the suspension stronger/bigger but it will jitter/slide like crazy

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Im actually not sure if this thing should have 7 wheels or just 3 in that case

lyric marlin
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but try hitting compute local inertia,

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that can get rid of the jitters

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then after computing, you can flatten the values but leave them in the same ratio

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example if you click it and it gives you:

X: 293200.432
Y: 129023.123
Z: 230223.321

And that will obviously make the aircraft really hard to fly, do:
X: 200000
Y: 85000
Z: 150000

Keep them in the same ratio as the computation gives you

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Now the only downside to vanilla wheel heli sim is that wheels are infinitely thin, so they have a radius but not a depth, so a wide set of wheels may not appear to collide correctly

random jungle
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Ah right I havent used the local inertia stuff so Ill try that out

random jungle
lyric marlin
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Like, if your wheels look like this,

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make that one wheel in the sim component

random jungle
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Ah right

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Ye I mean the colliders shows 2 but It is one wheel for each 7 of them

lyric marlin
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then the only colliders here

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are things that are shot

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with exception of these boxes, for the suspension/phase through terrain issue

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7 wheels should be fine if you hit compute local inertia, if you do it and you still have issues there are other levels to pull

random jungle
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Thank you though, Im gonna try and work it out and see if I can solve it. Ive been at it for 3 days straight now💀

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But seriously thank you for explaing it all

lyric marlin
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I spent weeks just to figure out it was compute local inertia

minor mulch
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Do you know why my clothing isnt staying attched to my character after i import from blender? It just stays floating in the air next to my character?

untold pike
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you maybe did not use the right import options in the workbench

ember current
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Hi everyone! I'm trying to implement a wind deflection correction script/calculator for mortar shells.

Does anyone know the formula, script, or the name of the script/component that handles how wind forces act on projectile objects like artillery shells in the Enfusion engine?

Any references or insights would be greatly appreciated. Thanks!

oblique wind
glass cliff
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Hey guys, been stuck on this for a while now and its got me stumped,
I have made a cargo Humvee part, which works identically to how the US supply trucks are setup with their cargo attachment.
the side benches are setup to take supply, and block seats when supply is put in.

My issue is, without supply in the seats it is invisible on the car but i can still sit on the seats.
The physics don't seem to register on the vehicle, but with the seats alone i can stand on top however i can shoot both.
and when i load supply, it doesnt matter if its 1% or 100%, all the crates spawn, rather than gradually as i load more.

Any ideas?

glass cliff
wide egret
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Hello everyone.Can you tell me, please, who has encountered a strange (at least for me) anomaly?. There is a UTM with 15mm armor, even 855 or 7n10 bullets won't fit it into the SP. As soon as I launch MP, a strange thing happens on the server in some way that I have never seen before, I can pierce 15 mm of armor with these bullets in the middle of the collider.I've been freaking out about this for months.
notlikemeow

wide egret
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LayerPreset FG

cedar wave
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Is this where we test if driving a tank into a small shrub launches it across the map?

vocal lintel
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This is where you make your own tank, and are confused as to why it launches across the map 😄

dim stag
blissful maple
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What physics?

dull cradle
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Pfft. Screw gravity.

pseudo spoke
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You can adjust gravity in the terrain editor

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which is sick

thorny osprey
stable tiger
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Trees are still godlike.

ancient field
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Is PhysX still the library being used?

copper coral
azure garnet
native phoenix
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Hope we get some kind of physics support for standing on moving vehicles... I.E. Destroyers, Air Carriers, Cargo Planes etc

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Was one of the main reasons I was looking forward to moddable physics in enfusion

vernal yoke
vernal yoke
native phoenix
vernal yoke
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So far we have no tank assets, no air assets and no water assets at all in the game

native phoenix
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Wonder who will make air assets first

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BI or Moddies

vernal yoke
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Modders work faster that is for sure

native phoenix
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We'll have to see what rate of dev Reforger will have I guess, we've never seen BI work on a non-clunky engine before

vernal yoke
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But since moders don't have access to engine changes, then they could never do a better implementation than the dev team

vernal yoke
native phoenix
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yeah lots of backend

ancient field
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Id like to see more access to joints. Spherical, hinge, stuff like that would be super nice

rain raft
ancient field
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I did not yet

ancient field
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So many possibilities with joints

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Found them, thanks!

rain raft
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Definitely share if you're able to get something cool going on! 😉

ancient field
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Definitely

dim pebble
# rain raft Did you check out the `PhysicsJoint` class? I remember doing some funky stuff wi...

Did some experimenting earlier and it works great! Don’t have a video to show though as I didn’t record one. Here are the scripts for anyone interested

https://pastebin.com/N8fx6scx

Ignore the if statements and prints in SpawnCar 😞

brisk scarab
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oh my goodness my jeep hit a literal twig sticking out from a fallen tree and stopped dead

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will there be a way to make like the log stuck in the ground firm and strong but permit the twigs to break away?

ancient field
remote flame
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@dim pebble How would I got about testing this script, would love to see it work

ancient field
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Any hope of adding manual transmission support? 😄

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I see we can modify alot of the automatic shifting parameters but I cant seem to find anything that would allow for a manual transmission

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Nevermind I am corrected

light carbon
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Would love to here more once you dog through it.

ancient field
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Whats the difference/how do the geometry piece masses work with the rigidbody component mass

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do they sum?

#

should they be equal?

unreal phoenix
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Mass in RigidBody the one to use

stuck matrix
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I have a question. What about clothing simulation? Can we add cloak on player or flags and have a physics for him?

ancient field
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Also is it possible to define the inertia tensor/matrix of a rigidbody manually or is that calculated from geometry?

honest kernel
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Has anyone managed to put a geometry on an object?

ancient field
thorny osprey
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are destructable buildings possible currently in enfusion?

ancient field
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What are the two transforms that PhysicsJoint.Create6DOF is expecting? Offsets? Does one describe the joint position and the second is a offset from that?

ancient field
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Also im a bit confused on the transform format. The comment on GetTransform is the following:

<0.989879,-0,0.141916>,<0,1,0>,<-0.141916,0,0.989879>,<2545.08,15.6754,2867.49>```
What do each of these represent? Im pretty confident the last one is the position, are the first 3 a DCM? (direction cosine matrix?)
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Its almost an identity matrix which makes me think that it is

noble prism
ancient field
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Ah okay, i've never used a single transformation matrix. always have had attitude mechanics separate. Thanks!

noble prism
ancient field
#

I'll definitely check out that book

noble prism
ancient field
#

Ah sorry

#

PhysicsJoint.Create6DOF takes two entities, a parent and a child, and then it asks for two transforms as well.

static proto Physics6DOFJoint Create6DOF(notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold);``` This is all I have access to so I have no idea what matrix1 and matrix2 are relative to
noble prism
# ancient field PhysicsJoint.Create6DOF takes two entities, a parent and a child, and then it as...

I would really recommend to study vector math first. Otherwise these topics will be really hard to understand and you will end up in trial and error type of programming which will most probably not work in such complex area like physics simulation. With 6DOF you can begin here 😉 https://en.wikipedia.org/wiki/Six_degrees_of_freedom

Six degrees of freedom (6DOF) refers to the freedom of movement of a rigid body in three-dimensional space. Specifically, the body is free to change position as forward/backward (surge), up/down (heave), left/right (sway) translation in three perpendicular axes, combined with changes in orientation through rotation about three perpendicular ax...

ancient field
noble prism
willow tangle
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I find vehicle wheels weightless. As soon as wheel with even extreme high RPM touches the surface of any kind, it immidiately stops spinning.
The same goes for suspension. That's especially notable when driving fast over rocks. suspension instantly stretches, like there was no mass attached to it, neither depreciation.

dim pebble
ancient field
rain raft
blazing pawn
#

Difference between Rigidbody Sim State: Simulation and Collision ?

daring rapids
noble prism
blazing pawn
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Is there a way to change the tree trunk collider (pink one) to collide with terrain / Can we change which layers collide with each other?
See #enf_showroom message

ancient field
#

Need to be in world editor in either a world or prefab edit mode

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If in world editor just drag your model in and in the top right you have a list of component

ancient field
honest kernel
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Yes is good 🙂

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Now I will learn how to make animations

craggy tendon
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Spin Tires: Reforger incoming

craggy tendon
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stress testing >:]
In all fairness, despite becoming subterranean, they will eventually pop up again (5m in the air, at different places)

ancient field
craggy tendon
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i rammed them... and eventually i managed to break reality ^^ its a modded vehicle though (the reinforced one? from the vehicle test scenario on the workshop). I think it might have a little bit more mass and engine power. Didnt manage the same feat using vanilla stuff (just a tiny bit of sinking into the ground from pushing)

daring rapids
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Been stumped on this since yesterday now. I rigged up a vehicle identically to the example new vehicle mod and the suspension seems to be "backwards." has anyone run into this problem before?

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Basically there are 3 things wrong - 1. The wheels are extending up from the suspension origin instead of down
2. Accelerating loads the front axle instead of the back, and braking loads the back axle
3. When turning left the car also loads to the left instead of loading to the right, and vice versa

rotund atlas
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Is your model oriented in the correct axis?

dim pebble
honest kernel
solid jasper
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Does anybody here know how ApplyTorque works? ApplyImpulse works as predicted, I can apply any impulse I want, but no matter how insane the vector I pass in to the ApplyTorque function nothing happens

dim pebble
lofty ibex
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Don't know if this is the right spot but: The CollisionTriggerComponent seems to only trigger for Rigidbody <-> RidgidBody and Rigidbody <-> Terrain collisons. Not RidgidBodies <-> Ragdolls. Is this intentional, am I missing a setting or a bug? Working on landmines and if this is intentional it would be an easy way to make the difference between AP and AT Mines XD

ancient field
lethal idol
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Is it possible to make ragdolls behave similarly to GTA 5's rage body physics when shot? Also would it be possible to enable bullet holes/wounds and for the ragdoll to remain active on bodies even after death?

tight remnant
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Projectile layer preset might simply not collider with ragdolls

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I'm not sure if its on purpose of if its some mistake though

ocean hedge
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not sure this is the right channel, but what's missing from the truck to keep it on top of the ground when not RigidBody->static is set? I copied the Arma Reforger truck's prefab and merely changed the Mesh model: https://youtu.be/LvAttKBMJis

While converting the Unsung M35 truck by RamaMarines as a static prop into Reforger was very easy, seems we have a speed bump on our way to make it a driveable vehicle.

▶ Play video
lofty ibex
ocean hedge
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when it's static I cannot walk through it. It's a p3d from a3 imported via Enfusion Tools and has UTM_FireGeometry, UTM_Geometry, UTM_GeometryPhysX and UTM_ViewGeometry as Colliders currently

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do I need to set something like land contact points?

topaz geode
#

One thing I'm struggling with understanding is this note in the docs. If my visual geometry is identical to my collision model in Blender do I really have to duplicate it for a collision layer? Seems a bit inefficient for simple shapes.

As a secondary question to this, I know there is a naming convention for LODs in Blender. Would it be possible to just call my visual LOD "UTM_trimesh_ObjName" and use a single model for everything?

lofty ibex
ocean hedge
lofty ibex
ocean hedge
#

hmm, no change when using UTM_Geometry now.

lofty ibex
#

Your collider should be named UTM_OBJECT name.
Like your lods are called OBJECT_LOD0

ocean hedge
#

thanks, I have it floating now by changing RigidBody->Center of Mass to 0,0,0

#

not sure how to get it back to ground now?

lofty ibex
#

And in LOD0 there is?

ocean hedge
lofty ibex
#

then the collider should be UTM_Object

ocean hedge
#

oh, ok, will change, thanks

#

thanks, Colliders seem to setup correctly now, but no change. Any ideas how to determine the Center of Mass?

#

when I change z to negative or positive one, it either front flips or back flips now 😄

lofty ibex
honest kernel
#

So the animation plays in the middle and not on one side

honest kernel
#

I understood that it was necessary to move the scene root but how to do?

sharp herald
#

Anyone know which layer preset you use to get things to stop falling through the world?

lofty ibex
#

Any one that has a navmesh. PropFireView and make sure your colliders are regestering porperly

sterile tulip
#

has anyone tried making a boat yet? I've messed about with making the mutt swim badly

lofty ibex
sterile tulip
# lofty ibex ex0 hinted at the BTR basicaly being a boat

I had considered half way through messing about that the real BTR can swim and that feature might be simulated
i'll have a look tomorrow to see how that goes. Don't expect much from me, I've no idea what I'm doing :p
I can probably steal some sane values from there though

lofty ibex
#

I personally think boats with the new physics could be awsome floating basis you can walk on. But I am busy myself with landmines right now

runic kraken
#

Now someone just needs to figure out how to give boats water particles lmao cause the btr has none

elfin compass
#

Is there a reason that this mesh would not fall and float when alone, but if a BTR is nearby it does?

lofty ibex
#

Does nearby mean, In the world or close to it?

#

BTR might be Initializing code you are not?

elfin compass
#

close to it, the second clip is short but you can see the BTR sky diving in the background, to the left

lofty ibex
#

Does it still float if the btr is on the other side of the world?

elfin compass
#

It does not

lofty ibex
#

Well the BTR doesn't get loaded when its there. Geuss it has some componet or a reference to a config somewhere that you lack?

elfin compass
#

BTR is always loaded, the only difference is location

runic kraken
#

Are you inheriting from the BTR? Or new vehicle

lofty ibex
elfin compass
runic kraken
#

Yeah you should check if any of it is linked to the BTR

#

Its definitely linked to the BTR physics somehow

lofty ibex
#

SCR_VehicleWaterPhysicsComponent Seems to be what we want

#

damn ok. Geuss I know why ex0 wanted us to look at the BTR. Its all scripted? Wack

lofty ibex
#

So...Uhm, you have to add wheeled simulation to your boat in the most reduced way possible XD

lofty ibex
daring rapids
#

So, here's an FYI (and also open question) for anyone doing vehicles currently. I have managed to get vehicles I'm working on into a messed up, "floaty" state where the forces aren't balanced and there's no weight on some of the wheels, but it only seems to happen to me on the MP Test terrain. It may have to do with the material the terrain is assigned. Has anyone else encountered this?

elfin compass
lofty ibex
tepid heron
#

I'd like to know if there is any inquiry into the ability to edit the actual ragdolls within Reforger; specifically human ragdoll interaction and collision/bend weights. At the moment I love Reforger but those ragdolls/death anims could be improved

craggy moat
#

I haven't been corrected thus far, but any question of "can" regarding the SDK is "Yes"

topaz geode
#

I'm wondering guys if it's possible to use a single LOD for visuals, physics etc by simply signing it in blender or is the minimum requirement two?

ocean hedge
#

I wonder what I missed - the prefab for the Unsung M35 is a straight copy of the Reforger M923A1. I changed the mass to 20200 kg and now it stopped levitating and sits on the ground. But when I enter as driver and start the engine it falls through the ground and enters the water below. The Colliders work in that I can stand and run against the truck.

sterile brook
#

Everytime I read the channel name, this pops into my mind:

daring rapids
sterile tulip
#

The mutt and uaz have different types of suspension, the mutt has independent while uaz has beam/live axle
Is the difference actually simulated (from bones/anims??? Idk anything about this stuff) or is the game actually simulating independent for each wheel with the visual animation being just visual?

daring rapids
#

I'm pretty sure simulation happens independent of the bones and anims, then the position and rotation values from the simulation are applied applied to the anim graph and bones instead of the other way around.

ocean hedge
daring rapids
#

This is how the current (mostly correct) one I'm working on looks

ocean hedge
#

I have no bones defined it seems:

#

it's a plain converted a3 model, so I guess I need to do some blender foo on it?

daring rapids
#

Ah yes, you do need to add bones to it. I can answer questions about that if you want but the best way to learn is to look at the sample mod's new car. Feel free to DM me (or ask in the modeling channel) if you get stuck.

ocean hedge
#

thanks. I've the samples d/l. Looking now

daring rapids
#

Once you add all the necessary bones you just fill out the parameters in that module to tell the anim graph what bones it is manipulating when the wheels turn & suspension moves. It might be tricky the first time but you'll get it. Good luck!

ocean hedge
daring rapids
#

Yes and no. You can actually define it with a pivot (defaults to scene_root I believe) and an offset, so while it's recommended to create an empty in the blender model where you want the exit point to be, you can just manually set it for prototyping.

#

You can ignore the pivot point option (where I put the X) and just set the x y z manually. Eventually once you get the correct position you might want to go back and add it to the model

#

Same for the Passenger Position Info which you have to do for each seat

tight remnant
daring rapids
#

Are there any plans in the future to use collision for contact patch detection instead of just a raycast straight down in model space? My vehicle has a lot of trouble getting over curbs that it probably would be able to in reality.

#

(of course, if anyone knows any tricks to mitigate this in a different way, I'm all ears. Maybe I need to play with the suspension more.)

light carbon
daring rapids
#

I didn't think it uses that to determine where the wheels are contacting and applying torque, but I would love to be wrong about that

austere abyss
#

the wheel objects I don't think are a big driver

light carbon
austere abyss
#

look at the wheel and tire settings under the wheeledvehicalsimulation config

#

yeah that too it may be getting hung up on the body

daring rapids
austere abyss
#

try making the simulation wheels bigger

daring rapids
#

I can give that a shot, but I do want it to match the actual size for realistic driving behavior

light carbon
#

That's said, I was pretty disappointed with how the mutt reacted to me trying to drive over rocks, seemed to get stuck/hung up on nothing way too easily.

Yeah I'm not sure then in that case

austere abyss
#

might just be a lateral traction/torque thing

#

I made a long travel mutt that had a ton more clearance and much softer suspension an it helped alot, but I think a lot of the default tire values have not really be tweeked for really accurate simulation yet

light carbon
#

I'd assume then there's no debug visualisation of the simulation wheels

daring rapids
#

Doubling the size of the wheel as a test did help. But I think that just shows that it was an issue of the wheel in the first place.

austere abyss
#

yeah IDK that's a big curb

light carbon
#

Oh there is some sort of visualisation, nice

daring rapids
austere abyss
#

I'd really like to see wheels and tires setup as slot components so stuff like flat tires and wheel swaping/ removing can be better

daring rapids
#

I don't think there is anything stopping us from doing that with a modded vehicle. Need to make custom animations for it first though.

tired flax
#

I'm honestly confused at how strange they configured the default .ragdoll

#

but I kinda love it

past belfry
#

@elfin compass is that sailboat walkable and collision-able? I would like to tackle a DDH model I have been developing for the last year...

thorny osprey
#

Cant wait to see your guys creations here, hope that we can benefit the game

solid vector
#

Hmm if I understand right you can set lat/lon frictions, roughness and drag based on what material you're on it seems if you do some scripts. Likely can even make wet surface (or weather) affect those also🤔

topaz geode
#

Very excited

runic kraken
#

Pretty much always has been and luckily with the support modders are getting always will be

ancient field
#

Getting weird behavior when I have two vehicles on top of each other. I have a trailer setup as a vehiclewheeledsimulation and then I drop a humvee on top, the humvee will then slowly slide off of the trailer. Ive tried setting a physics material with 100% friction and drag but no luck

daring rapids
ancient field
swift violet
#

Strange question but can models in Enfusion be walked on while it moves?

daring rapids
swift violet
daring rapids
#

I've only tested it with static AI that I told to stand on a vehicle though. I don't know if it's any different in multiplayer where the person on the vehicle is under player control

sterile tulip
#

Can anyone show me how to get this visualisation? The tutorial tells you that you can but I haven't been able to find the button

""Below you can see in action transform gizmos (activated via Toggle context(s) transform gizmo visualization ) and radius visualization (activated via Toggle context(s) radius visualization option).""

sterile tulip
#

That's what I've quoted above lol

tight remnant
#

not that chapter though

sterile tulip
tight remnant
#

it is possible, you will just have to position it manually

daring rapids
sterile tulip
elfin compass
elfin compass
#

big thanks to @lofty ibex for resolving my ships floating issue, I was imagining the ship needing to have a rope tied around a btr and dragging it behind in order to work.

last snow
#

physic and geo from sample

#

i just change body lod and wheel lod and interior lod

#

have any idea ?

daring rapids
#

impossible to tell from that screenshot. mess around with the vehicle debugger and get some data

winter burrow
#

Has anyone managed to get the TestDragUserAction to work on an object/prefab? I can get the TestPushUserAction, TestParticleAction, TestCampfireAction scripts to work, but not the Push. I have played around with the RigidBody parameters and the action changes for Drag to Let go but the entity does not move.

daring rapids
winter burrow
#

@daring rapids smallMomentum

daring rapids
#

Hmm... that should be right, but did you also try smallDestructible to see what happens?

last snow
#

how

#

increase max speed

#

because my car go to 20km/h max

rain raft
winter burrow
#

@tough minnow I presumed it was a test but though it may have worked, thx for the answer.

winter burrow
#

Managed to make it work, changed it to RigidBody->AlwaysActive.

rain raft
worthy jacinth
#

I'm having issues setting up wheels for my vehicle. I've followed the "NewVehicle" sample tutorial, and (to my knowledge) done everything as it tells. Everything else seems to work, except for the axles / wheels for the vehicle. When I add it, it just drops onto its base collider, and the wheels don't seem to exist.

#

I've tried comparing my setup to what's done in the sample mod, and the only difference I've found is the "tyre" class. When I try to add one myself, enfusion always crashes

whole pulsar
#

Hi all, I have a question about ragdoll. I'd like to include a better ragdoll in my mod "Effect" on workshop. Do you have an idea where I can find the file in Enfusion? I found one but not sure if good or not.

next canopy
whole pulsar
#

Nice. I'd like to try it also. The mod I found on workshop is just no gravitish after bullet hit.

past belfry
elfin compass
#

That ship is just shy of 50 meters. I scoured my hard drive for something I could use to test your question, and keep in mind it was a very rough, quick slap together without much planning approach.

This ship measures around 423 meters long and was imported as a single mesh.

Character standing still was a bit jittery but in moving seemed fine, and I was able to walk from end to end however placing a vehicle did cause the suspension to fall through the deck... this may however be the collider having the wrong setting.

past belfry
radiant dove
radiant dove
languid stream
#

Does Enfusion support player movement on moving objects? I.E walking around on the deck of a moving ship?

jade ice
#

How do i adjust the steering ratio / speed at which the vehicle steers?

#

not the max angle of the steering

#

but the speed of it

dim pebble
tight remnant
languid stream
dim pebble
languid stream
daring rapids
#

I thought about reporting it to the tracker but also realized it's kind of intended behavior... it would just be nice if we had curves and filtering we could adjust

near needle
#

Sprinters

sterile tulip
#

I've done something funky at some point and this thing refuses to turn (it used to at some point), it also appears that the unload/no contact wheel is casting upwards?
Anyone know what I could've done, I've found putting certain values in places does seem to break wheel simulation in places.
I might end up scrapping this at this point, I'm slowly learning as I go and it probably wouldn't be too much work to remake it working...

daring rapids
#

I fixed something similar with mine and I can probably help you later today. I'm in US so off work for the day.

whole apex
#

Hello I am looking for a tutorial how to create a physic as well as how to operate my car get into it etc.
#enfusion_gui message

sterile tulip
daring rapids
#

It's actually probably a configuration problem if won't turn. Do the tires rotate?

#

*wheels, as in when you turn the steering wheel

sterile tulip
ocean hedge
#

did the debugging change? I used to see a blue circle where the wheels are supposed to be with the debug option wheels and so forth on, but now after a week long break I get no info

ocean hedge
sterile tulip
#

I've got a weird thing where the vehicle I'm working on is very sluggish going forward, but seems to have limitless power when going backwards
I can even put reverse gear ratio at 1 and it will go
I've probably done something weird in the config, and I concede that this is a vehicle on the fringes of what reforger was made for 😅

whole dock
#

Probably you did something wrong when making the kart

winged wolf
sterile tulip
thick parcel
#

I think you got it backwards. Ratio divides the RPM. High gears have lower ratios in general. Also I think engine RPM is currently clamped at idle RPM, so you are probably getting the instant acceleration effect this way.

sterile tulip
#

the debug screen says the wheels in reverse at peaking > -2000 torque, while they only peak at 600 for forward, same ratios

sterile tulip
#

Setting the friction to a very low value gives forward speed a similar result, maybe reverse is ignoring the friction value?

Either way my very sluggish forward performance is fixed, warp speed reverse can just be a bonus

thick parcel
#

This is very interesting, I'll check if that could be the case. Thank you!

sterile tulip
heady atlas
#

Can you help me very quick to fix it please?

sterile tulip
heady atlas
#

Yep

#

I took the sample of the basic car and adapted it correctly

#

In the game, the wheels move and turn well, it's just their positions that are not good

sterile tulip
#

I think you can use the anim graphs for the uaz and wheels mostly behave correctly, but the character anim was messed up for me
I made a quick animation for the steering wheel, exported it as TXA, and replaced a couple of anims in the ASI

heady atlas
#

Oof

#

I'm a beginner i don't understand everything 🥲

sterile tulip
heady atlas
#

its this?

#

@sterile tulip

sterile tulip
#

yeah I replaced one of those ones

heady atlas
#

okay i will try

sterile tulip
#

I exported TXA with the enfusion blender tools

heady atlas
#

Thanks for your help

remote flame
#

I have come across a strange problem. My Driver in my modded car slow drifts out of position. Even when the car is idol. I tested using the UAZ animations but that did not fix it. I have downloaded other modded cars and they are also doing it apart from the Evo. My drive idle is parented to my body bone which is leaving me out of idea's to what is causing it

sterile tulip
daring rapids
#

If you do it without a parent it gets screwy after a lot of collisions, even if it looks right initially

remote flame
#

My driver idle position is parented to the body of the vehicle although after 5 hours of testing I think I found the issue or bug. I altered the driver idle position in the prefab to align up properly. I just removed that as a last resort and seems like thats fixed it

#

Yeah I just crashed a bunch that that was the reason

daring rapids
#

v_root is the name of my armature, not of a bone

#

I think I was misspeaking last night because I didn't remember exactly what I did

spring quarry
#

hello I have just finished my vehicle but when I start there is indeed the action to start but after nothing happens the vehicle does not start and does not move forward would you have any idea where it could come from please?

ocean hedge
ancient field
#

Is it possible to get the current solar flux at a position on the map? How much power is being radiated at a point. (Is that even modeled?)

#

Mainly want to account for clouds and time of day

round sandal
#

Hey Guys, does anyone know how can i enable collision and firegeo of items my character is wearing? i want to remake my armor system with physical armor from Arma 3

daring rapids
#

should be able to hack something together with the layers preset in rigid body

#

but you'll want to make a new model with hand made colliders I bet.

round sandal
#

@daring rapids can you help me with basic setup? i cannot get it to work

daring rapids
round sandal
#

If i set it to active object it dissapears

daring rapids
#

Leave it as inactive, I never said to touch that. But were you able to try ballistics with that set to firegeo?

#

If you don't know how to turn on the ballistics rendering btw, it should be the first entry in the ctrl-win-alt menu

round sandal
#

if you could point where is balistic rendering inside this menu @daring rapids

daring rapids
#

@round sandal You'll also want to change rendering mode to see colliders, so hit Alt+Num6 several times until you see them in transparent mode

round sandal
#

Cool! Great hanks Ralian, but i did an opsie by mistake, is there reset button for like all the setting?

daring rapids
#

Settings in the debug menu? Just relaunch workbench I think

#

or if you're talking about settings in the prefab you can hit the back arrow if it's not saved

#

gonna have to be more specific

wraith fox
austere spoke
#

anyone know how to get a simple bounding box of a MeshObject/RigidBody

lavish lion
#

Physics::GetGeomWorldBounds or IEntity::GetWorldBounds depends on your need

restive shore
#

How do I apply force to a RigidBody that is a child of another RigidBody? I have a scripted weapon attached to a truck and I want to apply "recoil" from script when firing. Tried something like GetParent().GetPhysics().ApplyForceAt(..., ...) but that didn't seem to have any effect

astral basin
#

anybody in here know how advanced the driving/traction system is/can be? i was thinking about putting an "off road park" in my map and wonder if things like off road driving/rock crawling will be possible with mods in the future , or if it will require new materials ect on the map itself.

daring rapids
astral basin
#

so you think rock crawling type stuff could work?

daring rapids
#

So yeah I would absolutely love to see a cool vehicle trail on your map!!!

#

Uh, typically rock crawling just works with a really high gear ratio and a 4wd differential that completely locks

#

which we have the power to do

#

So yeah. Although I will say that I don't think the simulation handles getting over rocks completely correctly... It only cares about the contact patch between the tire and what is directly below it determined by a raycast

daring rapids
dim pebble
restive shore
#

ApplyImpulseAt doesn't seem to do what I want to - when applied to the top of the vehicle (where the turret is placed) it just pushes the whole vehicle (as if it was applied to its center of mass) and does not try to "flip" it

#

It also seems to work fine when I apply the impulse to the turret prefab itself, but not when it's attached to Ural-4320 via SlotManager

#

I thought the problem might be related to missing Hierarchy component on my turret prefab, but that doesn't seem the case

dim pebble
restive shore
#

Well, by "flip" I meant the vehicle slightly tipping over on some side due to recoil (think of some tank firing with it turret sidewards). So I'm trying to apply impulse that's exactly on the barrel of the turret and the vector's impulse directed the opposite side of the barrel

#

Here's some test code that kinda does the job, but doesn't seem to be applied to the point I want it to
pOwnerEntity.GetParent().GetPhysics().ApplyImpulseAt("0 2 0", "-10000 0 0");

#

(I'm using -X axis as the vehicle is ideally aligned with axes for testing)

dim pebble
#

IIRC the position is in world coordinates

restive shore
#

Yeah, that was exactly the case

#

Thanks for suggesting that

dim pebble
#

Also, try using ApplyForceAt instead

restive shore
#

ApplyForceAt still doesn't work no matter how big the value I pick. So I guess I'll have to stick with ApplyImpulseAt for the time being as it does the job fine

#

It may be because the Ural-4320's RigidBody is set to Inactive

dim pebble
#

Do you get an output in the console mentioning something like "Function is unlinked"

restive shore
#

No, I get no output

dim pebble
#

And yeah only use these functions on the actual vehicles, not on their attachments

daring rapids
#

Ah I was mixing up ApplyForceAt and ApplyImpulse at... I had tried the former as well and that doesn't really work.

daring rapids
restive shore
#

Not sure, will try that

ancient field
#

What is the difference between applying a force and an impulse? Would an impulse instantaneously change the velocity of a rigidbody; and the force causes an instantaneous change in acceleration of the body, acting only for a single frame?

daring rapids
# ancient field What is the difference between applying a force and an impulse? Would an impulse...

Impulse instantly changes the body's momentum by the amount you provide (in newton seconds). ApplyForce (in newtons) creates a force which acts continuously on an object, changing its momentum over time. Once you add a force with ApplyForce, I believe it persists forever until Physics::ClearForces is called. However, I'm not sure if those parts of the physics api are finished. I know applytorque and some others don't do anything currently.

#

But calling something like physics.ApplyForce(forceVector) once will usually give you the same result as doing physics.ApplyForce(forceVector * timeSlice) in your EOnSimulate loop

ancient field
#

Interesting, good to know

daring rapids
#

Yup. Let us know if you play around with applyforce and it works, I honestly can't remember

ancient field
#

Does ClearForces need to be called manually?

#

Does the engine ever call it?

dim pebble
#

Look at the bullet api for reference

#

Enfusion uses a modified version of Bullet 2

daring rapids
#

Oh and that second one should be physics.ApplyImpulse(forceVector * timeSlice) lmao

dim pebble
#

ApplyForce updates the velocity in each substep, multiplying the time by a factor of timeSlice you recieved in the EOnSimulate method.

ApplyImpulse is similiar to velocity += impulse, so you need to scale the impulse to the time yourself by multipyling by timeSlice

#

I'll write a better example in an hour. Busy right now.

(edited the above message)

daring rapids
#

Because I was saying that running ApplyForce once is equivalent to doing ApplyImpulse each frame (~60 times a second) effectively with a 1/60 normalization in the parameters

#

But yes even though they effectively doing the same thing it's not the exact same, for the velocity += impulse reason you say

#

Doing ApplyImpulse will probably ignore static friction on a stationary object unlike ApplyForce

sonic shoal
#

can anyone help me with writing a script for shrapnel? I want to make a semblance of what was in ACE mod for Arma 3

timber flame
#

Did anyone successfully turn on destruction? One of the first things you notice with this game is that almost every building is destructible, just the feature is turned off.

restive shore
#

How do I make my missile align properly with its prograde trajectory? I'm using MissileMoveComponent and trying to experiment with various options, but the missile still seems to fly without any rotation

restive shore
#

I would also like some info on MissileMoveComponent parameters as well. I've built a ballistic simulation that approximately matches the thing I'm modelling, now I am trying to take the values I got to Enfusion and can't really tell the meaning of "Forward Air Friction" value, how may it be related to values of air density/drag coefficient/missile velocity

tight remnant
restive shore
ruby shadow
#

which checkbox do I click to have an object affected by gravity when it spawns?

#

I feel like the sleeping thresholds are freezing it, but I would like a gentle fall

#

or maybe I'm better off using a movement component for this

restive shore
ancient field
restive shore
restive shore
#

Also I wanted to know if anyone tried using CollisionTriggerComponent, I'm still having issues with my projectile not getting triggered when colliding with terrain. I tried switching to ProximityTriggerComponent, it seems to work fine only when some vehicle or character is nearby

#

The projectile just collides with terrain, and bounces until its nose is pointing at the ground, only exploding after 10-20 seconds

rustic harbor
#

@restive shore what does it inherit from?

restive shore
#

GenericEntity

#

I just used the same component set that's present in the PG-7VM prefab

restive shore
#

Tried replacing my prefab by inheriting Projectile, the problem still seems to persist, but to a much lower degree. Projectiles now explode almost consistently, but sometimes take half a second to trigger when hitting the ground

rustic harbor
#

@restive shore what triggers explosion?

#

On contact, on touch ?

restive shore
#

I use MissileMoveComponent + CollisionTriggerComponent (as inherited from PG-7VM)

daring rapids
#

I did some messing around with that component to try and help you, but I couldn't do anything conclusive. I wish you could set what collision layers ProximityTriggerComponent interacted with.

winged wolf
restive shore
#

I also tried ProximityTriggerComponent, but it seems to trigger on its own no matter what "DISTANCE" parameter value I set, has anyone tried using it yet?

#

Set "Arming time" to 1s but it seems to just detonate after that arming delay elapses

ruby shadow
#

Maybe it triggers on itself or something

#

Collision trigger should work, just like the one on the missile

#

You sure your colliders are all setup correctly?

restive shore
#

Yeah, I tested that with CollisionTriggerComponent and that seems to work fine now. After trying CollisionTriggerComponent I wanted to also try making a cluster munition by using ProximityTriggerComponent to detonate it N meters above the ground, but I'm not sure if it's supposed to be used like that

#

I may need to write my own trigger script instead, which will use altitude at sea level (if that's a thing in Reforger, I'm thinking Arma 3 stuff) to set off

terse portal
#

Is there a way to put one entity in another entity's intertial frame of reference? I have a ship, I want characters to walk around on the deck, but they just fall over when the ship moves.

rustic harbor
#

@terse portal That's called linking and it's currently broken right now.

#

You use AddChild to do it.

#

But it isn't worth messing with until it's fixed.

#

Currently the further the parent is away from world (0,0,0) the bigger the offset the child is set to in it's local space.

#

Also if the player is moving while they link then they'll keep the current movement animation regardless of input.

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I.E. if you're running and link then you'll keep the running animation even when your idle.

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Players also lose collision.

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At least for vehicles.

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And when you die instead of a ragdoll you get balled into a potato.

past belfry
terse portal
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You should follow advice on wiki about colliders for vehicles & dynamic objects. I use the Vector tool to draw splines and then interpolate the ship along, but I saw also there is a class for AI to follow splines, so an AI captain might work too.

rustic harbor
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It's not viable at the moment.

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Linking needs to be fixed by B.I. first.

daring rapids
#

Does anyone know how to get rid of this inconsequential error message from the particle emitter on vehicles that fly? It doesn't happen with any other component, and it spams the logs seemingly at random which is really not ideal.

daring rapids
#

There's also this issue, which seems to happen when the camera is in certain states while flying? Has anyone else encountered this?

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Neither of these directly cause any issues, but it's massive logspam

stray flint
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for me it looks like LOD used for detection of collisions is too complex (collider) but idk, just guessing

daring rapids
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That could possibly be the second issue. But that won't fix the first issue.... I think that's engine side and there's not much I can do about it

daring rapids
#

Also, has anyone been able to get the rotationmakes to update colliders attached to the bones being rotated? I checked this option but it doesn't seem to do anything.

ocean hedge
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elevators moving vertically seem to be working though

terse portal
#

Anyone have luck with BallSocket or 6DOF joints to tow vehicles? The lead vehicle moves for me but the child vehicle doesn't. The wheels spin and turn, debug shows it should be moving on the physics vectors, but something is freezing it in place.

past belfry
ocean hedge
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so far I'm testing stuff like catapults, elevator, moving in general

past belfry
#

Theoretically Reforger colliders allow bigger than 60 meters entities... don't they?

ocean hedge
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so a static big carrier is perfectly doable. But one that moves and everything aboard moves with it, that's a bit problematic. Especially if the aboard assets want to move on their own as well

daring rapids
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Yeah once linking gets fixed / documented we'll be golden

ancient field
white atlas
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Is anyone planning on making trailers for trucks possible

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For cool logistics or something

ancient field
white atlas
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Nice man

thorny osprey
#

incredible plato, you do released you released pandora's box right? do you have any idea how many tanks, trailers and trucks will be sleeping on the side of the road?

autumn void
ancient field
daring rapids
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I do think it's more of an issue of how I was parenting the colliders, because it seems the colliders weren't parented to the bone properly, whereas the vanilla XOBs you can move the colliders with the bones

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I've done everything I know how to (it's parented correctly in Blender) so I think there might be a bug with blender export since most of the devs don't use blender from my understanding

ancient field
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I weight painted the geometry box to the bone 100% and did an armature modifier, not sure if that was necessary

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Works for the mesh but not the collider

daring rapids
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Yeah, I think that's an issue with both of us not knowing how to parent the collider correctly

#

I could show you how to make it an EntitySlot so that the colliders move with it, but then it won't offer any collision

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only the ability to check if a collision happened via script

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Don't think that works for your use case

ancient field
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Nah that wouldn't work for my case sadly 😦

gentle island
#

hey there, does anyone here know sth about recoil settings?

ruby shadow
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no but maybe I can find out

#

what do u need

gentle island
# ruby shadow no but maybe I can find out

thanks man. i was trying to play around with the recoil settings in workbench but no matter what i change i still got offset spraying in ADS when shooting. if i disable the whole recoil option i got not a single shake shile in ADS

ruby shadow
gentle island
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which curves do influence the offset of the sight when shooting? my sight for example is constantly dragged to the right when shooting

ruby shadow
#

mine seems to go up and a tiny tiny bit to the right, but it might depend on weapon

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which gun is it?

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maybe turn offset data is what you want to modify?

#

you can test them each out by setting their individual base recoil scale to something like 0.01

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then u can see what each of the three(?) recoil params does

gentle island
# ruby shadow which gun is it?

Hey there thanks for the suggestions, will try this again today. I got the basic parameters of the M60 with a hihger firerate. problem til now is no matter which curve i flatten or which parameter i change till it should do nothing, nothing changes on behaviour

ruby shadow
#

I tried these settings out they seemed to work

gentle island
#

did you change the curves or did you change the coordinates (magnitues, mins, maxs)

ruby shadow
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all params basically

gentle island
#

which axis is which? is x the horizontal and + is right while - is left?

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so basically i set x and y curves now to a straight zeroline and all coordinates to zero, still the sight is shaking constantly to the right

ruby shadow
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I thought they were like with the move tool

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just set base scale to 0.001

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or something

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just to test

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if you are editing the right parameter

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theres 3

gentle island
#

so you mean the Turn Offset Data?

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that is the only group i am editing right now

#

i just wanna set the recoil lower and change its direction from right to ground

ruby shadow
#

there are x y z vectors there

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that should define some maxes

gentle island
#

within turn offset data i set them all to zero, the x and y curves have a straight zero line now, base recoil and move recoil are on zero and still it shakes to the right

ruby shadow
#

hmm lemme see

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1 sec

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its the m60?

gentle island
#

the problem is that i thought about wether i am changing bulletdrop and not the sight shaking itself

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yes i use the M60

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i set the M60 firerate quiet high cause i made an MG42

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with that high firerate it shakes to the right like hell, so the rearsight does basically

ruby shadow
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I picked up the M60 and it does not go to the right for me at all so I am not sure how to reproduce

gentle island
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if i uncheck enable for all aim modifier groups it has zero shake so it is not a kind of sway problem i think

ruby shadow
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what RPM should I set it to?

gentle island
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1200

ruby shadow
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still only goes up when firing

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can you record a video?

gentle island
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do i need a tool for recording? long time ago i recorded sth 😄

ruby shadow
thorny osprey
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just live stream

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for recording I would just use OBS

gentle island
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ill live stream for a sec

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which channel should we use?

ruby shadow
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creativity maybe idk, whatever

sonic shoal
#

is there any ways to make multi-barrel weapon works properly?

ruby shadow
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what does properly mean?

sonic shoal
ruby shadow
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probably if you store the projectiles within it similarly to how the rpg rocket is stored in the tube

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in a slot

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im 90% positive you can have multiple slots and each can be occupied by something

sonic shoal
ruby shadow
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I haven't actually played with slots yet, I just know they exist

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maybe the guy making GRAD knows more about this

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@restive shore

sonic shoal
ruby shadow
winged wolf
#

Multibarrel feature is there on muzzle.
Basically you define barrels, each having a point on model. When shooting, system should cycle through barrels.
Check muzzle component for barrels property

sonic shoal
sonic shoal
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All I need is that when firing from a rocket launcher, when fired, the projectile disappears from the barrel and flies away to the target

restive shore
#

@sonic shoal you can try MuzzleInMagComponent, that sounds like what you want. You might want to try multiple of those, though, as this component can only handle one projectile per chamber, I think

sonic shoal