#enfusion_physics

1 messages · Page 2 of 1

stone parcel
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Otherwise it is not that useful of a report atm

grave ledge
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Works fine now that I fucking flipped the values

stone parcel
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😅

grave ledge
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Now it just wobbles but I assume that's just cause rn I have the raw rotor input, no PID or torque

nimble hazel
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Does anyone know why increasing the weight of a vehicle would cause it to vibrate?

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I guessed this was something to do with the suspension but increasing the strength of the suspension doesn't solve the issue

blissful pasture
blissful pasture
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does it recognize how wide the tire mesh is? how does it work

nimble hazel
blissful pasture
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swapping the mesh object rarely works how you want it to

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  • for vehicles
nimble hazel
tight remnant
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although maybe Bullet also allows sweeper collision now - I haven't checked it in like 3 or 4 years 😅

nimble hazel
# tight remnant how is it vibrating?

When I increase the weight it starts jittering around, it stays in place but if I up the refresh rate it turns in circles. It also makes the tire screeching noise on servers. The colliders are identical to another with lower weight that has no issues

tight remnant
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can you show a video maybe?

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Do you have some slots to it?

timber flame
tight remnant
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they are not even 2d - or, it is not a circle but rather an arrow

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it is one raycast downwards - you can observe it when you for example driving over curb

tight remnant
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Check documentation, it is described over there

blissful pasture
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Its blank

blissful pasture
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ah ok different page

tight remnant
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done

blissful pasture
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now this is the stuff i was looking for, nice

vague ether
tight remnant
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maybe in a4? No idea

lyric marlin
grave ledge
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Its scared

blissful pasture
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remove\disable

nimble hazel
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Yes once you get in

steel rivet
# nimble hazel

I find that this happens with center of mass issues
If you set the center of mass only using the game's rigidbody component and in the mesh/armature it tends to fix it

nimble hazel
bleak spoke
crimson terrace
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hello

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how are you , i need little help , i do a hook (tow) i'm french sorry) to attache vehicle to vehicle(canon) , put i don' t know the process of that !

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i do a prefab hook whith action context and a i have attach it to the canon

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i want to attache another hook to a vehicule , and attache hook to hook

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this hook have two bones and a sphere colider

crimson terrace
bleak spoke
errant elk
crimson terrace
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i know but i dont find a tuto for a simple use (user action ) like print hello

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action contex !! verry not simplification !! 🙂 make war not enfusion !! 😉

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if you kwon a tuto about mod context action tel me one ! thx a lot

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ans i have another probleme physique impossible to reimplant bone in mesh with blender my model is in good config in blender bone a ssigne good and work good , in enfusion , they are transform in slot , juste one is ok !! 1 day about this !!

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i dont find solution

crimson terrace
crimson terrace
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hello i have another question , why we can delete action in action manager ?

errant elk
crimson terrace
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ok ok

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euuu no its not duplicating

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it-s new

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you think i do name _bas ?

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base?

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no so not very important ! just with universalstoragecomponent , can we do a white list ? have made a (obus) with case ,and carry bag (my english is not very good sorry )

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photo is more explicite i think ( i want white list for the obus case , and i want white liste for the (obus bag (panier))

pale plinth
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does anyone know of a method to disable collision/fire geo on the base character permanently? I see you can set the visibility with flags, but disabling collision is something i also want to do.

crimson terrace
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Maybe reimport the caractère with setting new colidiers

errant elk
crimson terrace
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i dont find that link

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lol

grave ledge
errant elk
crimson terrace
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Ok thank you very very much

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But i sorry i sont have your privat message i think you have make mistake send 🤣

crimson terrace
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thankss

crimson terrace
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hello mabye became the end , but why in edtior spaw it spawn with bad turret position ? any idea ? slot are 0.0.0 i have to play with colidier ... but nothing

upbeat quest
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maybe this goes here when it comes to dealing with collision..? Anyways, this happens pretty consistently with the bayonet just falling through the map, and unsure why. I also provided a screenshot of my RigidBody setup

crimson terrace
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Take layer présent to other

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Preset

upbeat quest
upbeat quest
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So, from some testing, seems as if the geometries within the geometries array in RigidBody don't actually work consistently...? Using two of the same prefab, except one is using model geometry, and one using the added geometries.

The one with model geometry consistently does not fall through the map, while the one with add geometries sometimes falls through, sometimes doesn't

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Unless I'm misunderstanding the point of the geometries array in the RigidBody component

devout sedge
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are you using capsule collision? I think capsule is the "best" as in it's most consistent and strong against failure.

upbeat quest
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I'll give it a try

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I've been using the box geometry

upbeat quest
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Using both box and capsule colliders on a model, and the box falls through while the capsule catches and doesnt fall through

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Why even offer the box if it just doesnt work thonk

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It's not pretty collision though, but it'll have to do until it's fixed by BI

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Still not perfect though, it seems

Just gonna shelf making the bayonets work for this. Disappointing, but oh well

devout sedge
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So in 90% of games capsule collision is used for fast collisions. Example all bullets should be capsule based. The box is for structures/walls/ parts of vehicles.

There are always two things to consider with collision shapes. And that is Costs VS Effectiveness.

ruby shadow
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Shape of collider shouldnt mean it has physics/gravity or not

stone parcel
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Depends on the case

lavish lion
upbeat quest
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Good to know, maybe I’ll revive it then

devout sedge
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Anyone got any ideas for ways to add physical recoil to a tank firing? (Turret/chassis backwards movement)

serene spindle
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Can’t you add a scripted event to the animation of the gunner that will pass it

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Right click on the gunners animation strip in the editor and add an event then do a script that is triggered by the variable like walk sounds do etc

zinc dirge
devout sedge
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i've got the cannon recoil done using anim editor. It's more the physics applied to the vehicle. If someone sits the vehicle on a stupid angle on a steep hill firing then I want them firing to flip the vehicle... Brains > Tactics
I think i'm going to have to end up abusing multi-muzzles and firing dual shells to sim this unscripted

fiery dagger
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Vanilla mines work this way to activate them. Check them out for the structure!

opal river
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is it possible to add a shockwave effect on the foliage when an explosion is near it? so a grenade going off blows away foliage for a split second, like in battlefield

ruby shadow
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ApplyTorque doesnt work on vehicles?

tranquil tartan
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Anyone experienced with vehicle physics? Is the vehicles rear end falling into the ground an issue somewhere within my model? or in the prefabs simulation setup? i'm at a lose trying to get this thing to work. it seems to be pivoting on the front of the vehicle. If i spawn it in higher it does flips around the front Im thinking its more a prefab question.

ruby shadow
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It might be colliding with itself somewhere, I remember having a similar problem

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If using multiple slotted entities that have physics

zinc dirge
thorny osprey
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Now is better on Arma 3 you can get Arma space program on this situation

crystal berry
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Can anybody point me to some good resources for working with colliders in enfusion?

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Also what is CCD radius?

crystal berry
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Where do I set Collision on the player

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I have a vehicle and put a collider on a rigid body on it. And I set the layer to vehicle. Not getting any Collision right now though

rotund atlas
glass tinsel
lavish lion
glass tinsel
crystal berry
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Importing a four-story building interior collider been about an hour so far. Only took about 5 minutes for the external haha. Hope it finishes soon

warm knot
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Hallo! Is there a rundown available somewhere with descriptions of how each explosive damage effect works?

e.g SCR_BlastForceDamageEffect etc etc

warm knot
warm knot
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I am not understanding the relationship between depth and density in projectile penetrators.

E.g I can set a projectile to have 100 depth at 2.5 density (it will break through brick), but then I test it and it will penetrate both sides of a BTR-70 hull.

tight remnant
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don't forget, that btr armor is quite thin - just 7mm of RHA on one side

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also, don't forget about KE factor on material - bricks are using 0.8 coef, which mean its protection will be reduced by this coef

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in your case, 100 depth at 2.5 density is equivalent of 31mm of RHA armor penetration

warm knot
frank summit
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Is it possible to make a rope with physics in Reforger? I was thinking that if you could take the rope model and apply the same "physics" as a falling weapon, it might work, but I don't know how to spawn it lol.

crystal berry
shadow vigil
crystal berry
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What paramaters on bullet could I change for more knockdown / blowback power?

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I increased penetration density and set the proper size / mass for it.

runic stone
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Hello, not sure if this is the right category, but I hope somebody can help me.
I want to make several street lanterns, and of course the glass part should be destructible. Is it possible to create a single glass shard mesh object for the falling glass debris and instance it in the game into many glass pieces?

crystal berry
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I'm not sure if the broken glass is a particle effect or mesh or both

blissful pasture
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has anyone else noticed vehicle physics are slightly different now in 1.3?

i know they changed the camera a little bit, but now my cars feel way heavier

obtuse gulch
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Working out some physics issues with a boat and wanted to see if anyone has ran into them before: Collision Issues:
Players seem to be falling through the boat's collision mesh
The boat's physics model might not be properly aligned with its visual model while moving around with the waves.
The water collision seems to be interacting incorrectly with the boat
Physics Simulation Problems:
The boat's movement seems to be causing players to get stuck in positions that trigger death
The physics simulation might be desynchronizing between server and client. I can send the log if someone is interested in learning more! Thanks.

errant elk
errant elk
obtuse gulch
errant elk
# obtuse gulch Walking on and around it

I read something about that, if boat is a vehicle it is kinda not possible atm to have player walking on it without problem, like it is not considered as a "walking surface" especially if boat is large

knotty moss
charred wharf
supple bluff
knotty moss
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Perfect appreciate it

fast crater
# charred wharf Is this a collider problem?

looks similar to weapon collider issues.
maybe a collider inside the vehicle is interacting with another collider attached to the vehicle?
Unfortunately I've only done weapon colliders and sometimes attachments collide with main weapon

crystal berry
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Where do I tell a prefab which of its colliders to use?

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I had it earlier and I can't find it now

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It had UTM C, UTM F, and one other one

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in a dropdown list

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Nevermind I found it was from everon life

rustic harbor
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If it has a firegeo it can be shot, view is for A.I. perception. Etc.

charred wharf
hollow basin
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Currently I am not near my PC and I did not give you what component exactly it is.

charred wharf
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But you should try .Age´s advice

cursive robin
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I fixed it, turns out my terrain was not registered as "terrain" aviator

ruby shadow
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Which collider material will protect crew of vehicle from RPG7?

quaint tinsel
# ruby shadow Which collider material will protect crew of vehicle from RPG7?

With the damage changes that were made in 1.2.1/1.3 Im not even sure if this is possible any more, every single explosion container on the base warhead has this by default now:

{8B0302FD53B4AC5C}Prefabs/Weapons/Core/Damage/BlastDamageEffect_NoTrace.conf

This explosion is to apparently simulate overpressure or something, but it goes through every single collider from our testing at least, because it doesnt perform any trace checks. Apparently this is intended? I'm not sure, it makes every ground vehicle very vulnerable as a result because the crew often dies in one RPG.

If you figure something out let me know, the only "solution" I have seen is that some servers mod this explosion container so it does a trace check but that would impact every projectile in the game base + modded, if they use the same base bohemia prefab.

blobdoggoshruggoogly

zinc dirge
zinc dirge
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Traceless explosion mod also helps

quaint tinsel
zinc dirge
quaint tinsel
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Well at that point if your vehicle has good armour you should be ok

zinc dirge
ruby shadow
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Even a material with 50 density and 9999 thickness lets an RPG through

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I also tried another collider around the crew inside the vehicle but it didnt do anything

zinc dirge
ruby shadow
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I set it to 0 since it's supposedly a multiplier

sharp gull
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Aren't RPGs chemical pen though? And if you set the chemical resistance to 0, couldn't that just make it impossible for that material to stop any parts of the rpg, if its a multiplier?

ruby shadow
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If it's a multiplier then multiplying projectile's penetration depth by 0 means it penetrates 0 mm

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But I tried 0 and 1 and it was the same so whatever

thick parcel
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no it's other way around

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the higher chem resistance, the less your chem projectile will penetrate

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zero makes it have zero deceleration

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more resistance means also less damage.
For example, wheels take more penetration damage from hitting tyres than hitting rims, if projectile is stopped by both.

ruby shadow
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Why does it say it's a multiplier then

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What does it multiply lol

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Also is any of this cached?

frozen bough
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Does anyone know if enfusion support vertex animation? I'm thinking for pre-baked destruction simulations

rustic harbor
frozen bough
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I wanted to check if there's way to improve the building collapses. At the moment they just translate downwards to reveal a destroyed mesh underneath.

thick parcel
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irl it's more like hardness

crimson terrace
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hello evreyone ,enfusion have joint pivot by default ? to hook cannon with car maybe

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i don't think i make the good think , i have do a hook with a bone and slot the hook to cannon ,i have make a actionnable hook with trigger detect all hook in trigger and fix it , ok but no pivot joint work , i have look the mod with the truck and pivot but i think there not reel pivo juste anim base on the truck wheel , have an idea ? sorry for my english

ancient field
crimson terrace
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Yes @ancient field i think create prefab with pivot rotation, and use réplication component

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Your mods is in erreur, with a enfusion upload, we can directly modifi the mod , can you give us the original file ? If i find a solution i give you the new file and you publish the new workshop project

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( we cant)

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You have do all the job ,but little add to be work

crimson terrace
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sorry wrong post server 😭

ruby shadow
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@proven void Sorry to ping you but I wanted to ask you if it's possible to add more gravity to a shellmovecomponent-based projectile? In current version increasing mass in movement component and rigidbody component doesn't change the trajectory of the round

thick parcel
ruby shadow
thick parcel
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hmmm yeah

ruby shadow
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No way around that right? Other than making my own projectile rigidbody with big mass and triggering explosion manually from script?

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I want high speed but also continuous acceleration downward, like a much higher terminal velocity if you know what I mean

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I'm kinda surprised Mass doesnt help me out here, zero difference between 10 and 1000

lavish lion
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Mass on the ProjectileMoveComponent should have an impact

ruby shadow
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It doesnt do anything

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I think it might only be used for penetration calculations? For the old system

tight remnant
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if you change mass in those spreadsheets you will notice how it will affect calculations

ruby shadow
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There is zero change in trajectory of the projectile in the game between 10 and 1000 mass

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Maybe something in my bullet is wrong that makes this kind of symptom

tight remnant
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see the difference

ruby shadow
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This in the same version I got?

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Wait so a 1000 kg shell fired at 890m/s travels further away than a 0.1000kg shell fired at the same velocity?

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I would have expected it to fall down sooner

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I guess I dont understand gravity

tight remnant
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or nvm, seems it was affected by angle 🤔

ancient field
# ruby shadow I would have expected it to fall down sooner

At the end of the last Apollo 15 moon walk, Commander David Scott (pictured above) performed a live demonstration for the television cameras. He held out a geologic hammer and a feather and dropped them at the same time. Because they were essentially in a vacuum, there was no air resistance and the feather fell at the same rate as the hammer, as...

▶ Play video
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Heavier things do not fall faster than lighter things

ruby shadow
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But steel is heavier than feathers

ruby shadow
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Maybe I can explain my point better if I say something like... I want the shell to have the same trajectory as before but get to the target faster

ancient field
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Also heavier things tend to have a better ballistic coefficient, so if you have the same geometry then a heavier one will experience less net effect for the same amount of drag due to more inertia

ancient field
ruby shadow
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Well my whole lil rant is because I cant increase gravity

blissful pasture
thick parcel
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add magnet

cerulean hound
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Created a backpack have added weight and bones to it through blender still dosent have any physics anyone know how to add physics

ruby shadow
runic pawn
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My custom weapon doesn't drop to the floor when a character is killed. Does anyone know how to fix that?

tight remnant
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it doesn't have non UTM collider for physics

runic pawn
runic pawn
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Never mind, I forgot to swap the new xob into the weapon prefab

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it works now!

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although now they just fall through the ground

tight remnant
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non utm

runic pawn
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Oh wait, one of the colliders needs to be something else than UTM?

runic pawn
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aah okay, thank you!

random oxide
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Don't know where to toss this question so im gonna put it in here, in regards to armored vehicles, is there something I can do to prevent grenades from penetrating armor and just killing infantry inside? The explosion system in reforger is so dumbed down that the explosion ignores armor lol

ruby shadow
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Which collider shape is most efficient?

ruby shadow
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Thanks

ruby shadow
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Why this no work

ornate fable
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Or maybe the sphere was scaled and it wasnt applied

ruby shadow
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Turns out sphere is unsupported by ragdoll

ruby shadow
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Is there a collision layer that lets through vehicles/physics objects but NOT players?

lavish lion
glossy lodge
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16:04:07.305 WORLD        : UpdateEntities
16:04:07.305  WORLD        : Physics simulation
16:04:07.305   PHYSICS      : Entity entity @"ENTITY:4611686018427395767" ('Vehicle','Assets/Vehicles/Wheeled/S1203/S1203_base.xob') at <-nan -nan -nan> @"{6E485048122CEEEE}Prefabs/Vehicles/Wheeled/S1203/S1203_cargo_red.et"
16:04:07.305    PHYSICS   (W): Overflow in AABB, object removed from simulation

Anyone else been getting these physics errors on dedicated servers the last 2 patches? Thought it was a mod issue at first but removed vehicle mods and now it's happening with just vanilla vehicles 😦

clear frost
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I have it as well. Happening for helicopters, barbed wire, and the metal tank cross things (I forget the name)

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Unsure of the triggers, but its out there, and its annoying.

glossy lodge
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I believe it happens for me randomly sometimes when spawning a vehicle via script with simple logic along the lines of:

IEntity newEnt = GetGame().SpawnEntityPrefabEx(item.m_sPrefab, true, GetGame().GetWorld(), params);

Physics phys = newEnt.GetPhysics();
if (phys)
{
  phys.SetVelocity(vector.Zero);
  phys.SetAngularVelocity(vector.Zero);
}
solemn tendon
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How would I add a collider to a prop I imported. Tried getting info from another prop but it tells me nothing after overriding it.

glossy lodge
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WORLD        : UpdateEntities
 WORLD        : Physics simulation
  PHYSICS      : Entity entity @"ENTITY:2305843009213702983" ('StaticModelEntity','Assets/Props/Military/Fortification/CzechHedgehog_01/CzechHedgehog_01.xob') at <-nan -nan -nan>
   PHYSICS   (W): Overflow in AABB, object removed from simulation
Unhandled exception
Program: /home/container/ArmaReforgerServer
Reason: Unknown

Now it happened with something that isn't even a vehicle and I think probably vanilla placed entity?

Is there any common cause of an issue like this?

glossy lodge
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Follow up on this issue, it seems most likely to be related to AI being spawned in physics-enabled objects or vice versa. I'm gonna start adding any entities that cause this crash to a blacklist that will prevent ambient patrols spawning within like 10m of them or something to see if that helps

craggy oar
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Out of curiosity, what is the gravitational acceleration in ArmA Reforger?

tight remnant
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you can see it and change in Workbench options - it is part of gproj

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or was it in terrain maybe think_turtle

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9.81

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it is set in world and those are default values

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ps it is Arma Reforger, not ArmA

ruby shadow
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Can someone good at ragdolls tell me what might be some common reasons for my ragdoll to glitch out under the floor at mach 3 when activated

ruby shadow
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Kinda feels like it's colliding with itself with extreme force

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If this is the case, how to make ragdoll colliders ignore collision between each other?

lyric marlin
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Merge Physics: True /s

glossy venture
lavish lion
ruby shadow
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Thank you

ruby shadow
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One other issue is that it seems like the weight is kinda lost lol

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Of the vertices etc

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Is there a way to just delete the ragdoll or something? I want to just blow up the character with particles on death 😦

ancient field
glossy venture
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since engine jsut breaks down when you try to drive such car, and starts kicking it into the air even on airstrip

ruby shadow
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Fast driving also impossible in reforger because server will teleport you randomly upside down or into a tree

timber flame
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Often you have to ingore where your screen says the vehicle is, just give inputs based where you know it is. e.g. when screen says upside down, you know on server it's still driving along fine. Just hope you don't fall out the vehicle and under the map into the abyss while it's teleporting you around.

peak pike
timber flame
peak pike
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Maybe in arma reforger 2?

ruby shadow
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Someone put a random number somewhere

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And it makes us teleport into a tree

peak pike
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awww shucks

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I thouyght it was artificial force added from server to client correction

ruby shadow
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Actually I have no proof so I might be talking out of my butt

lavish lion
midnight oyster
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Has anyone here successfully implemented physics on a player in a dedicated server? I have a mod that works in workbench/localhost that simulates nitrogen buildup in the blood during diving, in order to keep the player underwater I am applying a -0.1 vector velocity to make them neutrally buoyant. It works everywhere, until I put it on dedicated. What does my replication need to look like in order to alter the physics of a player on a dedicated server?

ruby shadow
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Isnt the player in charge of their own position?

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Thats how hackermans teleport everywhere

midnight oyster
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That's what I was trying to figure out. It sounds like I need to do all of the physics client side then

peak pike
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Yes client is authority of the player character (setOrigin must run on client), not sure about desync...
Like if the velocity should be increased on other clients to make it look smooth?

Same question about cars kind of.
clientA drives car, clientB looking from the side of the road,
trigger script to increase car velocity for 1 second,
if I want the replication to look smooth, I should increase the velocity on all clients & server...
Right?
Physics are serverside, but for it to not desync they all need to run the script...

Same for character velocity under water? 🧐

midnight oyster
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Yeah, sounds like I need to do all of the calculations and adjustments on the client, broadcast the updated values to the server, and allow it to replicate them to the other clients.

ruby shadow
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Dont think you need to broadcast the changes, just worry about setting the position

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I assume your velocity is not big enough for it to matter?

midnight oyster
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No, its literally -0.1 of downward velocity to keep the player from floating upwards in the water

midnight oyster
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When I try to enact a physics change on the player, I get "Failed to find physics body in children of: SCR_ChimeraCharacter". The ScriptComponent is attached to my BaseCharacter.et prefab. Do I need to get like, hyper granular with the scripting here, or am I doing something wrong? I can link the script if need be.

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As previously stated though, this works on localhost/single player. It only messes up on dedicated servers.

midnight oyster
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Disregard, I got it lol.

cedar pawn
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Hey! I placed down some assets instead of prefabs and they dont have collision enabled, how do I go about re-enabling or setting them to be solid objects?

rustic harbor
cedar pawn
rustic harbor
cedar pawn
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I'm not going through and replacing hundreds of assets by hand and realigning them again to do that. They are solid, they have physics, they work

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What will the change be if I do that when they are almost a perfect copy besides where the file patching is to

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Pathing*

rustic harbor
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There's a reason prefabs exist

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Most prefabs have more than just the rigid body component.

cedar pawn
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Yes

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I guess I should explain

rustic harbor
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No need

cedar pawn
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Yes need

rustic harbor
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No

cedar pawn
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Cause it seems like you don't understand component modifiers

rustic harbor
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Hahahahahah

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I don't

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I've been doing this since the day it came out

cedar pawn
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Ok then you would know the rigid modifier makes them destructible and solid and interactable

rustic harbor
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It has absolutely nothing to do with destruction

cedar pawn
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Anyways all that needed the modifier was some castle walls and trees

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So it's cool

rustic harbor
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Util someone drives into one

cedar pawn
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And I'm gonna specifically not go replace them now to spite you and your haughty attitude

rustic harbor
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It falls through the map

cedar pawn
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Interesting

rustic harbor
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Then you get a game crash for having ah entity outside the world bounds

cedar pawn
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Mmmm

rustic harbor
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An*

sage lodge
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guys please help me

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i created map " well i somehow deleted it " but anyways i have no idea how to give world a physics if i drop a car and try to drive it its not working wheels are just rotating in the air but heli's works fine

iron mountain
#

Any chance for us getting a Physics. command for setting center of mass for embedded physics?

crystal berry
iron mountain
dire saffron
dire saffron
grave ledge
#

Same code and everything but it handles completely differently from fullscreen and windowed

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This seems to happen on actual maps, for example this does not happen on the MPTest world but it happens everytime on Arland

grave ledge
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The severity of the effect on thrust is changed on all maps, like MPTest has none, Arland has some and Eden also has some

iron mountain
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If there is dependency like bigger map = bigger effect that would hint fps dependency, even windowed/fullscreen is different

grave ledge
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Only thing thats calculated frame wise in my controller is the inputs for the drone, so even if throttle is at 0 this shouldn't be happening

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All of the force and torque calculations are done in EOnSimulate

iron mountain
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I have somewhat similar effect in my mod for rotating objects with the scrollwheel, in mptest it has much more effect than on everon

grave ledge
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This is quiet annoying as my drone that needs to be stabalized has different physical properties on each map

iron mountain
#

maybe controls have to be moved to fixedframe, but that's me guessing, i haven't got to that part yet, no idea how to do that properly

grave ledge
#

My theory is that physics is applied per frame, so at higher/lower frame rates the force applied changes

iron mountain
#

Isn't it applied on OnSimulate?

grave ledge
#

Yep which really confuses me

#

Only thing I can maybe think of is moving all the math to fixed frame and then applying the math in EOnSimulate

#

Eh that still wouldn't work as I think the issue is the higher the framerate the more EOnSimulate runs, causing more thrust input.

grave ledge
#

The solution was to use time slice in my calculations for force and instead of doing ApplyForce i did ApplyImpulse

sonic schooner
#

was anything ever done by way of matching player location to a moving vehicle? I still need a solution for players traversing my ship while its moving

grave ledge
grave ledge
#

So my fix was when apply torque to apply it off of a time scale so it was

float timeScale = timeSlice * 30;
torque = torque * timeScale;

In a nutshell

ruby shadow
#

It will still probably happen check with 10 fps

#

I have the same problem with one of my things and I think I will just apply smaller torque depending on fps

#

because there is less time for damping I assume so it doesnt lose that velocity fast enough

#

just didnt have time to do it yet

grave ledge
#

Theoretically instead of just have timeSlice multiplied by a constant 30 couldn't it just be the current framerate

ruby shadow
#

System.GetFPS or something

#

In my case there is a problemw with damping, if I want to apply the same force relative to time then when there is low fps I guess I must also apply damping which factors in fps, where lower fps means more damping

grave ledge
# ruby shadow In my case there is a problemw with damping, if I want to apply the same force r...

This works really well for me

vector worldAngVel = physics.GetAngularVelocity();
localAngVel[0] = vector.Dot(worldAngVel, owner.GetTransformAxis(0));
localAngVel[1] = vector.Dot(worldAngVel, owner.GetTransformAxis(1));
localAngVel[2] = vector.Dot(worldAngVel, owner.GetTransformAxis(2));

inputTorque[0] = -m_iPitch;
inputTorque[1] = m_iYaw;
inputTorque[2] = m_iRoll;

float timeScale = timeSlice * 30;
vector dampingTorque = -m_vLocalAngVel * 4.0;
vector controlTorque = ((m_vInputTorque * 6.0) + dampingTorque) * timeScale;

vector worldTorque = (owner.GetTransformAxis(0) * controlTorque[0]) + (owner.GetTransformAxis(1) * controlTorque[1]) + (owner.GetTransformAxis(2) * controlTorque[2]);

physics.ApplyTorque(worldTorque);
ruby shadow
#

isnt in your case control torque smaller with less fps? or is that intended

grave ledge
#

Thats what I thought but it seems to be equal

ruby shadow
#

I imagine it's because it's applied more often

#

alright ima implement something similar

grave ledge
#

doing float timeScale = timeSlice * 30; provides a stable torque at low FPS

ruby shadow
#

aight

grave ledge
#

And it actually seems to scale with higher fps properly as well

ruby shadow
#

I think I did it this way in another project tbh

lavish lion
#

Physics is simulated at 60fps, for sure if you apply it during on frame and the frame is lower than 60 fps you will have issues

iron mountain
#

During physics means OnSimulate?

lavish lion
#

Yes

grave ledge
ruby shadow
#

is it not possible to disable collision between two objects from script? do I have to use slot manager if I want to disable physics interaction?

inland goblet
# ruby shadow is it not possible to disable collision between two objects from script? do I ha...

Idk if this would help you but i use this script to temporarly disable collision between a player and a vehicle(mostly helicopters) on ejection.

Physics phys = vehicle.GetPhysics();
        
        if(!phys)
{
  return;
}
        phys.SetInteractionLayer(EPhysicsLayerDefs.FireGeometry); 

Best part is you can also run it on the client side only and disable the collision between two entities while still keeping them for others players and also bullets, etc.

grave ledge
#

I have a client authored vehicle and other clients just get the updated transform of the vehicle, however it seems like the actual geometry isnt getting updated for the other clients, as the vehicle can bump into the player controlling it but not other players? How do I fix this?

#

Nvm I believe it was cause I used SetActive(false) instead of EnableGravity on the clients not in charge of controlling the drone

willow stag
#

how can i increase a vehicles speed and acceleration? I tried looking at the prefab but nothing stands out about those 2

peak pike
#

There are simulated engines and gearbox and stuff.
You need to increase the power of the engine and gearbxo to make the car speed better

ruby shadow
#

Hehehe you're gonna love that agonylmfaoo

timber flame
#

Cross-platform determinism... could have smooth driving

ruby shadow
#

or u know

#

just delete the calls to random()

timber flame
#

Found a better solution not written in rust https://github.com/jrouwe/JoltPhysics?tab=readme-ov-file Jolt used in Horizion Forbidden West, Death Stranding 2. Also cross-platform deterministic and comes with a tracked vehicle simulation. Maybe a a lot of work to change physics library in the engine, but less work than trying to work around bullet's limitations.

GitHub

A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West. - jrouwe/JoltPhysics

lavish lion
#

There is an engine physics programmer position openm, just saying 😉

timber flame
#

in the mean time good luck with recruitment; always many fun looking jobs open

ruby shadow
#

Entities still move my parent around lol

#

When I dump interaction blocks the parent I ran Create against is not visible at all

#

Create doesnt do anything

#

Bro gave me hope with unimplemented feature

lavish lion
#

I mean it is used for character in vehicle, so probably it works

#

you are probably giving wrong parameter or wrong setup entities

#

It is also used when you say remove physics interaction in slots

ruby shadow
#

I have 2 entities, I want them to not collide

#

Very simple

#

one of them is a character, another is a genericentity

lavish lion
#

This works only with dynamic physics entities as well

#

so maybe one of your entity is static

ruby shadow
lavish lion
#

Otherwise you can try directly PhysicsBlock class but it is using the same

#

And you can see if it is returning you somthing null or not

#

But this API is very low level and not safe, you need to remove it yourself to not have memory leak

ruby shadow
#

ok

ruby shadow
#

Ok I turned off static on everything and iterated over all entities manually adding blocks against all other entities in the array using interactionblocksystem and I can see the blocks but my character is still pushed around by those entities

#

What this looks like in my use case is there is a character and it has a child that is added to it without auto transform, then I set world transform on that child every frame, and the character is moving at super speed because of the physics

#

Also WB keeps crashing

#

When recompiling scripts

#

It might be easier if there was some diag menu switch to dump all entities that are colliding with all entities

#

Then I could see which entity in particular or whatever is doing it

#

Should EOnContact be ignored when block is active?

#

Is it possible to do a block between two characters?

#

Yeah doesnt work between two characters

#

How do I disable all physics for a particular character?

ruby shadow
#

Sweet

lavish lion
#

Probably characters doesn't check the interaction blocks

iron mountain
#

Is doors detecting collisions with characters/dynamic objects engine side? Is it possible to make them detect collisions with static objects?

grave ledge
#

At below 30fps the torque starts going crazy and the drone starts flipping everywhere, not doing the time scale also has the same effect but at less than 60fps

#

Doing System.GetFPS doesn't work and causes it to tweak out at any framerate

grave ledge
#

Does this still work?

ruby shadow
#

Not sure, I have some arcane wizardry in the code at the moment

grave ledge
#

Rip, this is really annoying lmao

ancient field
grave ledge
#

Its only when doing applyTorque

#

ApplyImpulse is fine but ApplyTorque seems to act differently on lower fps

ancient field
iron mountain
#

Regarding objects wobblyness, i've figured out that single box collider tends to wobble, but 4 box collider drastically decrease/completely cancel wobblyness. Right one is default vanilla box collider. Left one -- i've added box "legs".

timber flame
#

Now I want to fling washing machines at Soviets with a Gravity gun

iron mountain
#

Feels like if it's just one collider it will likely wobble, but if there are at least 2 colliders in contact with the ground/floor it is more stable. Capsule "legs" though still wobble. Boxes are the best so far.

iron mountain
shadow vigil
#

is there a way to make a static entity have physics?I know I can do it by script, I just thought there was a actual way..

shadow vigil
iron mountain
#

In short you store dynamic physics info and then destroy/create static/dynamic physics on demand

stone parcel
#

If you cramp everything in OnSimulate, OnFrame or OnFixedFrame then you will have issues no matter what

grave ledge
zenith karma
#

Can someone explain why grenades are falling through the map, I recreated terrain several times and wondering if there is a certain cell size I need to use to prevent this.

Also, stuff like bikes just don't stand on this terrain due to strange stuff with physics.

This is obviously early stage of map creation, but the issues are repeating no matter how many times I recreate the map using different settings.

zenith karma
tight remnant
#

can you show pic of your settings then?

#

Try to also to restart Workbench

zenith karma
#

Which specific prefab would like me to screenshot?

#

I did restart Workbench many times just in case

tight remnant
#

terrain one

zenith karma
#

This is "terrain"

#

This is "generic terrain default"

tight remnant
#

so you have two terrains in world?

zenith karma
#

The guide says to use default one as well

#

either way, if I use 1 or another or both, the physics remain identical

#

By the way, I created the map using GriefDrums map tutorial, and he articulated that you need to use GenericTerrainEntity instead, I tried that, it resulted in this. Then I used the guide you pasted, but it's identical besides of Generic Terrain Default prefab, so I used that, but it's the same deal with grenades falling through

#

Does it have something to do with Cell sizes during terrain creation?
I am very confused, as this prevents me from actually working on the map, it's one of the first steps, but luckily I caught it early when I put the bike on the terrain and it wouldn't stand

#

After tossing couple of grenades, I realized that the map sees holes in terrain

tight remnant
#

can you post screenshot of whole world editor?

#

like whole window, with all panels

safe drift
zenith karma
# tight remnant like whole window, with all panels

I have deleted several worlds, but I get all the way to the end of this tutorial, and if you fast forward you can see all of his settings.

https://www.youtube.com/watch?v=ZjIuwCDix-w

The only variation to my scenario is that I used a flat ground terrain, and did not use height map image snapshot as GriefDrums, but as soon as I follow his guide to a T, it's dropping grenades through terrain.

If you fast forward to the end of the video, the settings are identical to mine

A guide on creating maps within the Arma Reforger Tools covering terrain sculpting, Sat Maps, Height Maps and Roads.

Let me know what you think in the comments below!!

Griefdrums Pin Badge from the Koyo Store - https://koyo.site/griefdrums​

Support the channel and spread the word with Merch - teespring.com/en-GB/stores/griefdrums​

Terra...

▶ Play video
tight remnant
zenith karma
# tight remnant I want to see what you are doing though

I just followed this guide down to every step, and considering that going through it all the way results in the same scenario, I started to check at the the point where I create terrain, drop Generic World Entity, and even at that point there is an issue. I feel like constantly recreating the same error scenario is not a way to proof check for errors.

If it is throwing that issue even at first steps, it won't disappear after 40th step. Hence why I deleted several maps after going through the whole guide 2-3 times

Then I reverted to checking each step for issues, and sure enough they are there from the beginning

tight remnant
zenith karma
zenith karma
#

I will drop you some screenshots a bit later, I am in USA, so we are on different timelines

Maybe, you can see something there, but I really feel like there is an issue somewhere, and going 40 steps again is so annoying, as I am forced to recreate the whole process, although on GriefDrum's map he has no issues like mine

#

but steps are identical, just minus the terrain snapshot, because I left it as a flat terrain for sculpting using terrain tool

grave ledge
#

Seems however that physics.ApplyTorque(torque * timeScale); works

zenith karma
# tight remnant Everything basically

I have sent you a private message, good sir
I partially solved the issue, but grenades are falling through up hill surfaces. It's like terrain is too "thin" at some places, and other spots are perfectly fine. I raised height map to test if the water is too close to terrain, but even increasing surface height did not change the physics dynamics

ruby shadow
#

Whats up with driving over a character crashing the game

fickle osprey
ruby shadow
#

You almost got me

lavish lion
ruby shadow
crystal berry
#

Are there any resources about vehicle bones and creating all these colliders?

quaint tinsel
# crystal berry Are there any resources about vehicle bones and creating all these colliders?

Just these atm:

https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCar

general rule of thumb is just check through one of the vanilla vehicles, mirror their bone names/collider setup etc

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

#

also a long video here from spacestrider of implementing a vehicle (very recent): https://youtu.be/fgpJBpRiZFc?si=ZmPkbdzJubCnfH6e

In this long-form development stream, I take a premade model of the MaxxPro MRAP and walk through the full process of preparing it for use in Arma Reforger using the Enfusion engine.

  • Throughout the session, I cover:
  • Importing and cleaning the model in Blender
  • Creating collision geometry and setting up rigging
  • Separating components for p...
▶ Play video
harsh minnow
#

Hey, guys, can you tell me how do you add collision to an existing Reforger prefab?
Basically, I attached a prefab to a vehicle and when another vehicle collides with it, it just goes through it (clips through it), but bullets still register hits, with holes through that prefab.

I am guessing this object had no collision or collider set during the creation of the prefab, and if I enable collision nothing happens, so I am guessing collider does not exist.

Maybe, there is an easy way to enable collision for an object, or can someone explain what do I need to do for the object to actually bump into other cars as a piece of metal, not just a hollow body?

Thank you

crystal berry
zenith karma
crystal berry
#

If a primitive shape will work.

zenith karma
#

Just tried, and from the shapes I am creating I selected several, but I do not see that collider in actual window, to move it around, it is always invisible?

I am trying to use some of the geometry shapes there for an object such as this:

#

I can probably use something curved to set it against inside of the prefab, but I can't see the actual collider in view

zenith karma
#

The idea is to have a shield for passengers in the back, it is working aesthetically, but I am trying to get the geometry and physics right now. I have to guess where the geometry shape is though, I wanted to turn on visibility for it, but I can't see it, so I am just randomly picking numbers

#

Because I can't see what is going on, I am presented with an issue of collider being too large, where it is going into the passenger area, but I can still get in, but, it is clearly too far forward, and too far back, as when I bump the vehicle into it, you can see the gap of space from the back.

It's working, just needs to be adjusted as far as size, it's simply too large from the looks of it, and I am guessing it will be an issue once someone starts shooting, would the collider take the damage instead of an object and dampen or even negate the bullets?

Dropping a video to show what I mean

zenith karma
#

I noticed that going forward allows perfect distance now after adjusting, but pushing back makes the surface clip through, any idea why, and how to be able to see the collider, instead of guessing numbers?

peak pike
sonic schooner
ruby shadow
#

I imagine because you are colliding with an active vehicle

#

Or rather active physics object

sonic schooner
#

Any ideas on a way for this not to kill me would be extremely welcomed

peak pike
ruby shadow
#

Short of making the player invincible... idk, not really

#

Just wait until next major update so moving on vehicles is released

sonic schooner
sonic schooner
ruby shadow
#

Yeah so I think it's still worthwhile to develop your mod, hopefully the update then brings you the ability to realize it

peak pike
#

override CalculateCollisionDamage in charcater damage manager and als onDamage

sonic schooner
inland goblet
#

So they’ll likely add « speed diff » based damages

sonic schooner
simple heath
#

Hello, very good morning. I have a question about how to modify a vehicle’s performance. I tried changing the power of a lorry, but the result was that it started acting strangely on hills. I’m completely new to all this, so if you could explain it as if I were a child, that would be brilliant.

glad solar
#

Not sure if this is the right channel to ask. When assigning collider materials to a model, you have options like concrete_100mm, concrete_100mm_min and concrete.

Does the last one (concrete.gamemat) calculate the thickness of the concrete based on the fire geometry collider? I also wonder what the thickness override = Min parameter does (second material)

light laurel
glad solar
light laurel
tight remnant
#

old

fluid sail
#

Hello, sorry for my English, I don't speak it very well, I'm making a map and I want to implement vehicles, the problem is that I can't get the vehicles to move, I have set up the game master, I take out a vehicle, I get in, but it doesn't move... how do I do it?

thorny osprey
#

hello all. I'm having an issue with a entities lagging out when going near it. I placed a radio tower and a radio relay merged into the electric box, just like the one on everon conflict mode. Is there anything I should be looking for to maybe fix these objects lagging the player out when they render it in?

marble jewel
#

Off the wall question, does the engine have rope physics simulation at all?

ruby shadow
#

Not really

true linden
#

It doesn’t have many things that even games over 10 years old have

crystal berry
#

Can't you just rig one with a bunch of bones?

#

What resources are there for using physics stuff?

#

And what about the power lines that can't be utilized for it?

ruby shadow
#

I tried to make a cape out of ragdoll physics but activation crashed the game almost every time

crystal berry
#

They did some kind of update to ragdoll physics in 1.5

tight remnant
ancient crag
#

Hey folks, I've got an odd issue where I'm using a ProcAnimComponent to rotate a target by 180 degrees - when it rotates past 90 degrees its UTM firegeo collider stops working. Is this a known engine limitation or something I need to sort out on my end?

tight remnant
#

probably animated mesh is outside of original bounding box

ancient crag
#

aha, what defines the bounding box?

tight remnant
#

elements in model

ancient crag
#

aha got it, thank you!

tight remnant
#

you might search for what is bounding box 🙂

ancient crag
#

yes smart idea 😄 cheers

shadow vigil
tight remnant
shadow vigil
#

Was tryna make mario proud by using a worldsystem that updates physics when it changes to attached. But the dam system aint slick enough lol

crystal berry
#

1.5 also added walking on vehicles (rigidbody updating with other rigidbody positon I presume?) potentially could help a bit with it idk

fading oyster
crystal berry
#

Think i'm gonna try a tarzan rope at some point.

#

After 1.5 comes out official i guess

lyric marlin
# fading oyster correct, I don't know who zero is and have not tried any other towing or slinglo...

me - yeah you didn't touch joints. I was working on a rework which avoided joints and simulated physics using slot manager and local offset. Kind of funny how ideas converge. If you need help with some of the pendulum motion code let me know, there is also a hack where you can get a physics bodys mass in runtime to give the illusion that the weight has an effect on the helicopter. Kind of jank for helicopters because it just makes the controls really hard to use.

I'd like to get joints to work eventually but faking it with transforms is probably the only way to get something working today.

fading oyster
lavish lion
ancient crag
#

Thanks! Got it sorted, this was the fix 🙂

blissful pasture
#

not bad i must say for this being an arma title

shadow vigil
ruby shadow
#

Oooh singleplayer racing mod?

blissful pasture
ruby shadow
#

Ah multiplayer? Not playable then, but it will be funny

blissful pasture
ruby shadow
#

I would love to give it a shot

blissful pasture
#

(the van is a standalone mod itself) not included in the car pack

blissful pasture
#

imagine where we could be if reforger wasnt limited by console performance...

ruby shadow
#

Probably where we are right now seeing as it isn't

true linden
hollow basin
#

Is there rope physics?
I wanna this for drop from heli

glossy lodge
ruby shadow
#

1500m is big enough, official servers run (or used to run) on 500m for some reason though

#

At 1500m you dont even see other characters anymore due to LOD/pixel size scale

tired tree
# ruby shadow At 1500m you dont even see other characters anymore due to LOD/pixel size scale

But you should be able to see characters at 1500 m. You can see them at that range in real life, or alternatively, in ARMA 3. Last time I checked the "eye zoom" was too low to represent properly a realistic angular size of characters on monitor, it's much less zoom than previous ARMA titles. I'm not claiming this is due to consoles however. But I would like to see a higher level of eye zoom. For reference, from US Army range estimation techniques with naked eye and average vision, one should be able to see...

200 m: the target can be clearly observed, although there is a loss of facial detail.  The color of the skin and equipment is still identifiable.
300 m: the target has a clear body outline, face color usually remains accurate, but remaining details are blurred.
400 m: the body outline is clear, but remaining details is blurred.
500 m: the body shape begins to taper at the ends. The head becomes indistinct from the shoulders.```

In Reforger this level of detail is certainly not apparent at those ranges.
#

Not really to do with Enfusion physics though 💀

lavish lion
#

It was already said that eye zoom is different but it is to represent more real life, I think it was mentionned by Klamacz a few times already

ruby shadow
#

I dont have zoom in my eyes should I get some kind of surgery to fix it

stone parcel
grave ledge
#

Is there a way to stop fast moving objects with small hitboxes from phasing through terrain

#

For instance this uses the 82mm .xob and just dropping it from my drone at 100m give it enough speed for it to phase right through the terrain

ruby shadow
#

Someone once told me CCD somehow helps

#

But I forgot what kind of configuration

peak pike
# grave ledge

I attached a bigger rigid body to it.
From the geometries in the wokrbench (probably works)

I did with script sth like this a while back for m16 magazines because they fell through the map


        PhysicsGeom geom = PhysicsGeom.CreateBox(Vector(0.2,0.4,0.3));
        string material = "{3B2D2687F56BB4EF}Common/Materials/Game/WeaponParts/weapon_metal.gamemat";

        int t_iRet = phys.AddGeom(
            "Box"
            , geom
            , frame
            , material
            , EPhysicsLayerPresets.Projectile
            | EPhysicsLayerPresets.CharNoCollide
        );
peak pike
lavish lion
#

Idk it is exactly the same thing as we use internally so I don't see why it would not work

#

you just need to be careful since it is pointer and you can create memory leak with it

crystal berry
#

Think it would be possible to hack together a sailing system with what we have access to?

rustic harbor
#

Yes

crystal berry
stone parcel
#

He stated that before he was working with us.

#

So he was mentioning it on the context of himself as modder.

agile crown
#

does anyone have any ideas on how i would go about implementing a hydraulic bounce to a vehicle?
ive already made a proof of concept but it likes to send into low earth orbit when i pick up some speed with it active or turn too fast

set up in an action that just runs this basically:

vector curWheelPos;
for (int i = 0; i < wheelCount; i++)
{
    curWheelPos = simulation.WheelGetContactPosition(i);
    carPhys.ApplyImpulseAt(curWheelPos, vector.Up * (carPhys.GetMass() / 2));
}
stone parcel
# agile crown does anyone have any ideas on how i would go about implementing a hydraulic boun...

Track 8 / 13 (Complete Soundtrack)

DuckTales, Duck Tales (alt)
わんぱくダック夢冒険 (JP)
Wanpaku Duck Yume Bouken (tJP)
Platform: Famicom / Nintendo Entertainment System

Developer / Publisher: Capcom
Composer: Yoshihiro Sakaguchi (aka Yuukichan's Papa)
Year: 1990 (JP + US + EU)

Tracklist:
1 - DuckTales Theme
2 - Land Select
3 - The ...

▶ Play video
rustic harbor
agile crown
# rustic harbor Clamp the impulse that you're applying?

yeah this was basically the issue

vector curWheelPos;
for (int i = 0; i < wheelCount; i++)
{
    curWheelPos = simulation.WheelGetContactPosition(i);
            
    if (simulation.WheelHasContact(i))
        carPhys.ApplyImpulseAt(curWheelPos, vector.Up * (carPhys.GetMass() / 2));
}
#

🚀 take-off occured most when at least one of the wheels werent on the ground so... checks out 🤦‍♂️lol

stone parcel
#

//! Applies impulse on the physics body at a position (world space coordinates).
On the doc. World Coordinates

#

So do not give vector.Up

#

Use the up axis of the entity itself. It will be most accurate

#

Specially if on slope or turned

#

@agile crown do entityVehicle.GetWorldTransformAxis(1) instead

agile crown
#

peepo_notes true, tyty

agile crown
#

hardest part was getting the inputs working 💀

ruby shadow
#

awesome!

#

multiplayer working?

agile crown
fallow lava
#

What can I do here to prevent a slotmanagercomponent or Object attached to a vehicle from detaching from the vehicle when spawned in and move\with the vehicle?

grave ledge
#

If it's going to be permanently attached that is, if it's a regular object like an inventory item don't do that. I believe there's another setting in the slot manager itself in the slot to update rpl parent even if it's not set to in the object rpl component

fallow lava
grave ledge
fallow lava
# grave ledge Yeah

Whats the difference with that instead of checking the "Update Replication Parent" in SlotComponent manager?

grave ledge
#

Idk, I couldn't get the latter to work

coral summit
#

Has it ever been attempted to use ragdoll physics for things like cloth and sling physics? As a separate slotted entity that just has ragdoll enabled like a corpse. Just something I thought about.

ruby shadow
#

Yes, I've tried to make a cape. The ragdoll editor didn't register most of my colliders and the game crashed upon ragdoll activation/collision.

#

It followed the reforger software development practices of Not Logging Anything Useful™ so I just gave up. Very likely I did something incorrectly but the software isn't telling me what.

stone parcel
coral summit
blissful pasture
#

sooo... this is the only vehicle i have ever had do this... i cannot figure out why for the life of me, ive remade it like 3-4 times (the mesh) ive fixed all the colliders etc, set it up like any other vehicle. and the RPM bugs out and the truck will accelerate into infinity

#

after it bugs out i am not giving any input other than steering and trying to brake, i am not pressing throttle

#

does anyone have any clue as to what the issue could be? carcontroller component??
vehiclewheeledsim component??

#

ive made tons of cars and nothing looks messed up in either

#

i even removed the majority of colliders and it still happens

peak pike
#

when I adda geom to a physics with a script,
then proceed to .Destroy() the geom,
my game becomes crashed
coolfrog

timber flame
#

lol

timber flame
peak pike
#

frogthinking Not sure.


                PhysicsGeom geom = PhysicsGeom.CreateBox(
                    Vector(3, 1, 3)
                );

I used this because I wanted to script the sizes and positions.
I need it "attachedTo" a car so I used t_Phys.AddGeom( to add geom to the car

#

I am currently testing another method,
I'm adding stuff in the slotsmanager for the car.
Then adjusting the interaction layers for the added entities in the slots.

timber flame
peak pike
#

using AddGeom would be the cleaner better way.
I could technically change the interaction layer on the added geom and just leave them as litter without destroying.

I'll test if the added slots cause perf issues at one point I guess then I can work back to it 🤷

timber flame
#

oh, also, vehicle is special case, not normal physics, so some physics functions are not going to work with it.

peak pike
#

Ye, plus I gotta test in MP to see that better

timber flame
#

idk how AddGeom is actually meant to work. Like, does it create a multi-shape, with single center of mass?

peak pike
#

🤷 I just used it for adding a big block with certain layer active

stone parcel
timber flame
#

or maybe it was ApplyTorque that didn't work on vehicles... don't exactly remember, just I couldn't rotate how I wanted

south obsidian
#

I heard, or saw, somewhere that there exists the ability in the engine (in Reforger 1.5) for player characters to move/walk around ontop of vehicles, while those vehicles are also in motion or being driven around. Is this true?

odd tinsel
#

Yes, but I believe it's just limited to cars. Only briefly tested it.

ruby shadow
#

cant stand on top of a helicopter?

south obsidian
odd tinsel
#

Absolutely no idea how it works just that I briefly tested standing in the back of a ural but didn't look into it thoroughly. Only heard it didn't work with helicopters from someone else, whether that's true dunno Shruge

south obsidian
#

I would love if Bohemia could provide the details on how exactly to set this up on a vehicle, perhaps any vehicle and what the constraints are, etc.

lavish lion
#

It is just that you can setup either whole object, or per collider setup, since you don't want to walk everywhere

#

It should be straight forward by looking at the properties in there

odd tinsel
#

So if we want people to walk on the rotor blades we can thenking

lavish lion
#

Yeah, not sure if code of contact will just not kill you but technically you can yeah

#

You can even create your own platformer for example

odd tinsel
#

Neat, like I said I only heard it from soneone else and haven't dove into it. Thanks for the clarification.

timber flame
south obsidian
#

One obstacle being overcome at a time is sufficient. Now that we can have player characters walking on moving vehicle the first logical feature to take full use of this should be litoral assets. Something i was begging for back when we got Tanoa in A3

storm forum
#

Hello guys, pls help! What the problem can be? It's as if the game doesn't see the wheels or something, the front of the vehicle just goes underground, if i set the bigger mass in (rigidbody), it will go underground even more.

rustic harbor
#

The problem could be any number of things. You're the only one that's knows what you have and have not done. Determining the issue by a simple screenshot isn't very likely.A huge part of modding is debugging.

storm forum
rustic harbor
#

Double check the wiki and find out what you missed.

#

Like I said before, it could be any number of things.

pearl elbow
#

Helllooo, can anyone point me in the direction how the player can stand on a Vehicle in EXP 1.5 while the Vehicle is driving? I checked the URAL but can not find any new Component or Collider or something. I would like to implement this new feature to my Vehicles. Thanks

fossil bay
#

hi - if i place a cyan object and add rigid body on it seems i can still pass through it. for example BarrelMetal_01.xob seems to has this behavior. Anyone know how to fix or am I missing something? Thanks in advance!

manic plank
#

My character is not sleeping in the right place, why?

crystal berry
fossil bay
#

thanks a lot for the reply! Where would i be able to find this? @crystal berry

fossil bay
#

@rustic harbor thaks for the amazing mods! is the process somehow simpler if im just using existing props and not creating new ones?

rustic harbor
#

There is 0 need to recreate a prefab that already exists

fossil bay
#

oh I see - i was blind it seems. thanks a lot! I was mainly interested in the following, which very little seem to work

#

some even come in with the rigid body prop (e.g. selected) yet it still doesnt work

rustic harbor
#

Spawned then deleted over time, never really meant for physical interaction

fossil bay
#

ohh i see, thanks a lot for the info.

rustic harbor
#

Their physics is likely controlled by a destruction manager and has its interaction set at runtime when they spawn

fossil bay
#

so to build some custom ruins i would look for those that don't have the string dst in their name, correct?

#

which are very limited but i guess this is what i have to work with

rustic harbor
#

The link I sent explains creating prefabs

#

You can always create your own

fossil bay
#

ok - i will go in greater detail then. thanks a lot for your time. you have been very helpful!

crystal berry
#

you can also filter types in the resource manager with the little funnel icon

thin path
#

Hi guys — can you tell me how to fix the weapon’s position? It looks completely unrealistic. Thanks in advance for the info!

south dome
rustic harbor
south dome
hardy yarrow
#

ive been trying to change ragdolls, yet anything i do, such as changing the physic material values or the ragdoll config, nothing works

tired tree
#

Does anyone happen to know the bullet wind drift physics?

I'm wondering if it is accurately modelled, that is, is a bullet's drift for a given wind proportional to the difference between the time of flight, and the range divided by the muzzle velocity? ie, t-(x/v0)

marble stirrup
#

Hey, why could it be that I am not able to move vehicles on a collider? I can stand on it and move fine, but not use any vehicles while on it. They get stuck.

crystal berry
wise girder
#

is there any documentation on how to make helis ?

rustic harbor
#

At*

visual hull
median field
#

I asked this with no clear answer before, but finally found it, on how they managed to get characters to stick to the cargobed in 1.6. So it links character to the collision box of the mesh object.

median field
#

added the truck to the linking and now you can stand on the hood like the cargo

feral tendon
#

Good evening, I have a question: I want to make the boats from the RHIB mod appear, but they only spawn on land . I can’t make them appear directly in the water. Do you have a solution to make them spawn directly in the water

marble jolt
#

You can find the script in the script folder in the mod that allows to spawn vehicles in water

oblique wind
willow crane
#

only bones names matter, socket names u can name yourself

ruby shadow
#

Is there a collision layer that stops characters but lets through vehicles?

ruby shadow
#

Could have just said no lmfaox3

willow crane
timber flame
lyric marlin
ruby shadow
#

Nice, was too lazy to read the docs

gaunt gate
#

Hey everyone! I don't know which section to post this in, but this is terrible. I've encountered a problem: some objects simply disappear when destroyed. I've reinstalled the game, removed mods, and tried every possible method and setting. Maybe some of you have encountered this problem. I'd be very grateful. By the way, the experimental version works perfectly, and all destruction displays correctly.

iron mountain
gaunt gate
iron mountain
supple junco
#

anyone know where the script/component is for being able to walk with stability on vehicles?

lyric marlin
lyric marlin
#

So it looks like just add the prefab to the animation component, select the collider to be walked on, and probably make a config like the other entries, then good to go, just make sure to only add to it so it doesn't mess with other modders lol.

rigid tusk
lyric marlin
#

so if the player is standing on an intermediary collider - from a different object, likely not linked

rigid tusk
#

Alright. I guess im more just confused than anything because technically the player is standing on the normal bed. But with the armor around the box of the truck you glitch out and fall out like before. So not sure exactly whats going on. I generally dont screw around with this stuff much. So entirely new to it.

lyric marlin
#

Yeah also could be that the armor bed version is not a linked object

#

since you probably added the base, that's what I would guess

rigid tusk
#

So next question and this might sound stupid as hell but the base character can stay in the back now. which I got the armor shut off. But if I put myself in the back and have an AI drive the truck I slide right out. Do I need to do something special to the base character so it applies to every character or?

#

I suppose I need to do an override on the base character?

lyric marlin
rigid tusk
low helm
late prairie
pallid lily
#

hey, What prevents the vehicle from taking in water while floating - if it's the collider, which one?

errant elk
pallid lily
#

YES, SOMEONE ALREADY TOLD ME ABOUT THIS, IM TESTING BUT HAVE TROUBLE

errant elk
pallid lily
#

:p

errant elk
#

make sure to verify face orientation, front is inside

pallid lily
#

THX I WILL BE TESTING THIS

pallid lily
#

maybe i dd something wrong

errant elk
#

make sure to grab the watererase emat

#

from vanilla data

pallid lily
#

did this

errant elk
#

🤔

pallid lily
#

it worked once when the material was outside, when I realized and recalculated inside it didn't work anymore

#

now its red-white color inside

errant elk
errant elk
#

you need it to be a MatWaterErase

#

go to those highlighted folders, find default_waterErase.emat

#

drag and drop it over the material slot on your xob

#

Or

#

open the created emat at import

pallid lily
#

it is, MatWaterErase. How to export FBX without textures, therre is original vs mine

errant elk
#

at right top, choose change class, select MatWaterErase

errant elk
#

Also checkered tecxture could come from your defaulftgenerated material instead, if water erase worked correctly, you shouldn't be able to see it so...

pallid lily
#

but not working, my material or original, doesnt work... same error. original still show no textures, mine 1

#

now, checking material doesnt work

#

🤣 🤷‍♂️

#

it worked only the first time, now same white-red boox 😛

pallid lily
#

when im changing class to matwatererase still same:

#

😓 🤔

#

even when i drag oryginal emat

pallid lily
#

OK, it works. I had to create a new shape - a new object. The previous one was blocking, I don't know why... I set the name to UCX_ for a while to set the Material to WATER using the Enfusion add-on in Blender. I changed the name back to XXX object and then it works correctly. THX FOR HELP !!! now there is no water in Car

errant elk
upper wing
#

I dont know if this is the right place for this question, sorry in advance.

Im trying to make mod that would make base building a bit easier with more larger fortifications.

So I made some fortifications that puts one sandbag on top of another and Im wondering if there is a way to destroy both sandbags when bottom one is destroyed, so they dont stay floating in the air.

lyric marlin
#

make each sand bag in the stack a child of the previous one maybe? and play with damage manager config so that destroying the parent destroys the child?

crystal berry
#

Are there any limitations on the rigidbody on rigidbody movement thing? Like does poly count of the main moving body influence it?

deft turret
#

can anyone tell me how to fix the water clipping it works like normal water except i cant swim in it or see the underwater effects the rest works such as shooting the water makes a splash

supple junco
#

anyone familiar with SCR_VehicleBuoyancyComponent, if ya feeling nice gimme a message xx

#

ive got it working, but wanted some advice for fine tuning before releasing boat mod

visual hull
#

Hello everyone. Since the last update, any modded vehicle in my project makes the Workbench crash instanlty when it interacts with anything that is explosive (grenades, rpgs, helicopters rockets, etc). It seems to happen more easily when the explosive projectile hits holes in the vehicles. I checked all my vehicles FireView balistic collisors, all my UTM's are lightweight (around 1000 to 2000 faces, like vanilla ones), all of them are closed and uniform, but Workbench crash at every interaction with something explosive. Any insight of what is happening? Vehicles from others mods that are published in workshop don't crash when i use it as dependency in my project, only the vehicles of my project (that is not published yet).

grave ledge
#

How can I stop my rigid body from phasing through the world without triggering a contact

#

I drop this from 100m it just completely phases through the terrain and EOnContact never fires, I've attempted to attach a larger geometry box to no success

#
override void EOnInit(IEntity owner)
    {
        super.EOnInit(owner);
        PhysicsGeom geom = PhysicsGeom.CreateBox(Vector(5,5,5));
        string material = "{3B2D2687F56BB4EF}Common/Materials/Game/WeaponParts/weapon_metal.gamemat";
        vector frame[4];
        owner.GetLocalTransform(frame);

        int t_iRet = owner.GetPhysics().AddGeom(
            "Box"
            , geom
            , frame
            , material
            , EPhysicsLayerPresets.Projectile
        );
    }
visual hull
quiet pike
#

Anybody worked on anything non-lethal? I’m aware that projectiles can deflect off helmets, leaving the person unconscious with no bleed. I’m wondering if anybody has tried to make a firearm that will uncon a person every time, wherever they are hit

viscid plank
#

When I apply force to an object using “phys.ApplyForceAt(angled, forceWillApply);”, the object acts differently depending on the FPS. Is there a fix for this?

ancient field
viscid plank
#

there is no build-in function for this?

ancient field
grave ledge
stone parcel
#

Did you mean FixedFrame?

#

If so then don't do that

ancient field
stone parcel
#

make sure to do it based on prev simul step velocity and current somul step velocity

#

phys.ApplyImpulse((velocity - lastVelocity) * phys.GetMass() * YOUR_COEFF_HERE * timeSlice)

grave ledge
#

👀 huh

#

My drones dont do that but im too afraid to touch the physics code at this point so im just gonna assume through some voodoo black magic and my manic state i made that code in it somehow does all that

stone parcel
#

Then it's that

grave ledge
#

Nah, only issue I had was torque going insane at low fps, I fixed that while ago and I honestly forgot how

stone parcel
#

Or any sudden random slowdown from time to time (No, it's not network related)

lyric marlin
#

Anybody have experience with applying impulse in multiplayer for a vehicle? Seems to disagree a lot with owner, seems like timing issue, not sure if correctable or not.

lyric marlin
#

@ruby shadow since you were asking about this a while ago, what I had to do to do this and have it not be terrible for the owner is:
SetAllowance on server side component to cranked out values (I set all to 300)
ApplyImpulse on both server and vehicle, with as much determinism as possible (I am running the same calculation for what position on server and client, yet server auth means it can desync still without the above).
The final key was RPC the vehicle transforms to server to tell the server to set the vehicle's position to the owner's idea of what is happening. Performant? Probably not, though I am doing it on unreliable channel, and could probably space it out more until I find the threshold where server sim corrects client sim.

ruby shadow
#

I just made my vtol client authoritative and it solved all the UX issues imaginable for the pilot

stone parcel
#

Also, if you are using physics then never use anything that changes the entity transform in any way

#

Once you use physics, you should stay with physics alone

lyric marlin
#

Not sure what a better way would be, this is the only combination of things which works on a dedicated server. I'm not messing with Nwk on clients, only server because that's the place it has effect. Can you elaborate on changing entity transform? You mean not using ApplyImpulse at all or not replicating it? Or something else

stone parcel
#

If you use physics, then you must stay within that Physics API to do changes to entity

stone parcel
lyric marlin
#

Trying to understand. Example, SetPosition should not be used when ApplyImpulse is used?

stone parcel
#

Also take into account that it is worth it to also do the simul based on inputs on server at the same time, so that if the client lags (The onw controlling it), or drops packets, other clients will not receive choppy replication of the entity

lyric marlin
#

I'm fighting the vehicle movement components for example

stone parcel
#

Anythign that sets/changes the transform of the entity, that is not in Physics class

ruby shadow
stone parcel
lyric marlin
#

How can I tell vehicle sim "this is ok" without corrections, because I tried having deterministic calculations on server and client for this and the server said "no".

stone parcel
#

I am saying that also add all those I mentioned if you want it better

ruby shadow
#

I see what you mean but I did not want it to become unplayable

stone parcel
#

...

#

Read

#

You will retail what you have

#

It will just make it better for proxies

ruby shadow
#

If a hackerman starts teleporting in my vehicle I click the ban button, it is an easy problem to solve

stone parcel
#

owner will still have it the same as you have

stone parcel
#

again read

#

You will make the UX of the proxies better if you do that

#

So owner wins, you get the same you had right now

#

And proxies have it better too (Smoother)

lyric marlin
#

I tried having parallel simulation, but vehicle sim kills whatever I do with Physics, or makes it unplayable

ruby shadow
#

It was really smooth tho

stone parcel
stone parcel
#

Specially under crappy conditions

#

From owner, server and even proxies

lyric marlin
#

Which is why no matter how much allowance is given none of it matters because the vehicle sim ignores external forces, which leads to desync and stutters when only physics API is used

ruby shadow
#

And when I interpolated into the future on clients it was easier to shoot them compared to vanilla also because your bullets most of the time actually hit the target serverside

stone parcel
#

Otherwise it will be never ending fight

lyric marlin
#

So what's better, setting entity position periodically to make the vehicle sim happy for making a mod which disables all NwkComponents?

#

And implements custom controller

stone parcel
#

It's more work yes, but you get better results

#

But if your usage does not really need it, then not worth it

#

If you need fast paced simul, then do it

stone parcel
#

IF you have physics simul enabled

#

Don't do methods that change entity transform

#

Outside of physics APIs

ruby shadow
#

Man I really miss flying the stupid thing

stone parcel
#

Physics system will get wrong reference if you do that

stone parcel
#

@lyric marlin on proxies do not use Physics, unless owner

#

On proxies set the transform and interpolate (You will get updates every fixed frame due to how Rpl works, so you need to interpoalte)

stone parcel
#

Proxies should replicate, not simulate

#

So, you can send the bare minimum to do so

lyric marlin
#

Can I get around this by using physics on owner and entity transform on server

stone parcel
#

Things will phase out/tunnel on server

#

You need to do the simul on server, otherwise you will get messed up results

#

Pure client simul is wrong for many reasons, this is another one

#

If you make your controller based on inputs

#

Just send the active inputs to server

#

and run the exact same simul on server

#

then issue final transform from client/owner to server

#

and try to force the server to take it, but if it's to far away from what the server has, then you can ring a bell about something happening (taking into account FPS, lag, etc) but that is more advanced

#

If the bell is rang, and very bad case then force server transform into client/owner

#

then every fixed frame on server report transform to streamed clients

#

On those clients (NonOwner), just use entity transforms

#

Add a serial number to the transform updates, from both sides

#

So you have deterministic control

#

As what you get from Rpl can be out of order

#

If you do this

#

Then for example with the modded planes

#

You can avoid the choppyness

#

You can avoid the bouncing back and forth when going in fast speeds

#

You can avoid tunneling

#

etc

#

You can also make it on all sides as smooth as FPS allow

#

And in this case, done like this

#

What the client did, is exactly what server gets in the end

#

and what everyone else sees in the end

lyric marlin
#

I just don't understand the circular dependency that is being explained, because it sounds like you are saying the server acts off of pure physics, calculates, compares simulation to owner, and then broadcasts transforms to proxies. But what exactly explodes the game to add additional physics forces to the server, and for the server to get bumped on entities new position, because it upsets the movement component's idea of simulation? Just seems like such a flaw that the component will not take outside force into consideration, because how are explosives handled then? Does server and client simulate and compare under normal rules? If so why does that work but this does not without the hacks?

stone parcel
#

And owner does not feel any lag, as server does not force anything unless it's misaligned badly

stone parcel
#

It's a bullet physics thing

#

If you force set a position, without accounting for anything else

#

You break what the physics simul is solving

#

It's reference is now wrecked

#

So it will try to correct and in that correction you will find inconsistencies

#

btw I have to leave so you will receive replies probably later

lyric marlin
#

With Set Allowance though it should be fine with this (fine is a loose term, but how bad is the extra work)? Or is this performance issue for server?

#

Then you have the question of joints, which when used without entity methods, horribly desyncs when you'd expect for the physics to have some sort of sync or solver between server and owner.

#

And if GM teleport manipulates entities with physics, what circumstance makes that allowable or safe?

#

And withstanding all of the advice not to do it, if it's accepted that the outcome will have issues - can it be allowed?

#

What would be a theoretically acceptable rate at which the physics reference gets wrecked? Assuming I can space out my transform overrides on the server? How important is a continuous uninterrupted physics reference? How far does replay go back?

stone parcel
#

Before bacon got into conv and it deviated a bit with that. Can you try to explain again what you were facing and doing?

#

Because i explained two things at the same time, one was related to yours, and another on a tangent with bacon about custom simul impl

#

In general, there is the rule that if a game client (be server or player client) is simulating an entity with physics then any sort of entity transform is a no go

#

If you need to set some ransform for something when phys simul is active, then use physics SetTargetatransform

#

Also

#

Are you doing custom impl, or extending some vanilla simul?

#

Because that changes the whole thing

#

For example projectile simul is now more limited on that aspect

#

Vehicle ones has certain expectations as well

#

Etc

#

Using nwk component also limits you on others

#

So knowing your specific setup is quite important

lyric marlin
# stone parcel Before bacon got into conv and it deviated a bit with that. Can you try to expla...

Essentially, I’m trying to solve two issues. One situation, I am trying to have weight affect helicopters, I accomplished this fine in single player with applying impulses to the model based on weight, this has the effect of rotating it slowly which can be counteracted. On dedicated server, applying impulses on server means that there is no feedback for the owner, which means about once a second owner sees a correction due to desync, the same happens when doing it on owner only, but server corrects to no impulse version. Doing impulses on both would get close but still have stutters.

The other issue was similar but far more noticeable, attaching two vehicles with a 6DOF physics joint either:
turned the helicopter into a bobble head, attached to the vehicle.
created compounding forces where the vehicle and helicopter lifting it would flip out and crash.
No combinations of parent/child, owner, server, etc. would yield any satisfactory results.
I will try to switch to set target transform and see if vehicle sim/nwk movement bites on it. Here is a video from a year ago relying off of joint creation, to demonstrate the issue.

https://youtu.be/a0t1d04V5LE

lyric marlin
#

I am pleased to announce using SetTargetMatrix with physics API and avoiding entity API does work for my purpose. Thanks for the advice and insight on why these things can conflict

stone parcel
#

Glad to hear it solved your issues.

lyric marlin
# stone parcel Hey, ended up loaded with work so I was unable to come back.

Celebrated early, it appears to work fine, but over time a desync will happen where for server/other players the aircraft orientation is very wrong after flying around for some time, as in nose will be facing the sky while hovering, I guess some pointers on how to fix this type of desync would be good when it's physics related.

stone parcel
#

It's heavily dependant on that.

lyric marlin
#

Trying to build a slimmed down component to reproduce the issue without having you wade through hundreds of lines of code.

serene dune
#

Hello, was looking for help in making a "laser bolt" projectile. Struggling to actually make it work even when trying to get the projectile simulation once it leaves the gun. Setting projectiles in game mass to 0 or 0.00001 just makes them do 0 damage and negates all other properties. Any help would be appreciated.

ruby shadow
#

Didnt you guys have them in the mod already?

serene dune
ruby shadow
#

Well at least you can play laser tag

stark solstice
# ruby shadow Well at least you can play laser tag

Hey @ruby shadow 🙂 Please may i ask... since the new 1.6 persistence and your zombie updates!
i noticed the timer on the Zspawn doesn't take hold after 1.6 - in 1.5 if you set a infected spawner and set the options to say spawn 5 infected at a 2m radius and only spawn upto 5 in say 1800 seconds/30mins...
everything works perfect other then the timed respawn value...
its almost like the timer is invalid and the spawner will continue to spawn above the set amount say 10 max... but on my server after restarts we had over 400 zombies... like on persistence servers it would save the last amount of zombies and when server restarted it spawns the last saved load and then spawn all previous entities plus start the spawners again...
meaning at one point i had over 1800 zombies on one island..
is it possible to make it work with the 1.6 persistence - meaning upon server restarts or shutdown.. it would auto remove the entity and when server reloaded... instead of duplicating the
started at 0

ruby shadow
#

I'm not touching the 1.6 persistence system related things until the system works

jolly sand
#

interesting

abstract terrace
#

hey guys, is the sling load mod still working? It used to be fine in my server but suddenly we cannot carry any vehicles with helis

near hare
#

hey guys, anyone know how i can scale vehicles and update mesh etc to scale aswell?

#

i set tire heights increased traction and engine power and they are driving ok but the colliders weem wonky

#

when i move it around in game master it reverts back to original size but it stays up in the air im guessing because of the edited wheel heights

#

i am very very new so any help is highly appreaciated

stone parcel
#

So you will have issues over and over

#

Cars and characters are notably one of the worse ones to scale

near hare
#

i see, i had a large humvee with a slot and structure attached, everything was working except for the fact that when i tried to stand on top of the structure my character would get launched into the sky or across the map, im guessing this is just colliders behaving incorrectly?

#

also any way to stop an itme inheriting scale when attached to a slot on a vehicle?

#

so i upscaled my vehicle, got it driving ok, then tried to attach a structure to a slot on it and the structure is autoamtically scaling up the the same size as the vehicle

#

im thinking maybe i can just scale the vehicle itself up and then attach a normal sized cargo bed on top that wont launch me off the map. maybe im misunderstanding the mechanic

#

i actually even got the base char to stand on top without getting launched, but then my animation stopped working and the char would slide off the structure when the vehicle would move

#

i already set up the structure to be "sticky"\

#

ok it seems that the cargo bed.ent doesnt liek to be placed into a slot like that and wont appear, i am now using a cargo container instead and it appears

near hare
#

LORD ITS BUGGY

crystal berry
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Yes physics stuff is very touchy.

near hare
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ok i got an easy one how do i apply the base characters attributes to the rest of the characters? ai still sliding off the trucks

wispy tartan
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A question about which Layer Preset to use in Geometry Params for a group of containers that are all one piece.
I chose BuildingFireView, but I'm not sure if it's excessive.

woven salmon
dense sedge
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Hey guys, I can't find a way how stop trees fall just with light contact with heavy vehicles, it's not that realistic I would say 🙂 "Collision" and "Kinetic" multiplies didn't help, I tried to change "Max health" but nothing changed when I ram it. Any ideas please ? 🙏

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I guess, I'm asking on a wrong topic 😅

wispy tartan
woven salmon
wispy tartan
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Yes @woven salmon, i have read about perception... but what is the difference between navmesh and viewgeometry?

woven salmon
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Nav is how they actually walk, drive it etc

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Perception is does it exist in their brain or can they just see shit through it

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IIRC

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Doesn’t help enfusion re-uses terms from a2/a3 but different use cases I gotta separate them in my brain

wispy tartan
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Hmm, so like what obstructs the AI's vision. I get the idea.

wispy tartan