#Make vehicle collisions update both vehicles physics state from resting to active

1 messages · Page 1 of 1 (latest)

cedar fulcrum
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title

spiral juniper
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The reason it doesn’t is that we don’t want to affect other players vehicles.
The physics engine doesn’t know what an ownerpad is and other’s resting builds must not be affected by a malicious player.
On the other hand, you can always tow another vehicle with a cable which will wake up the physics , if not protected by an ownerpad so you can actually connect it.

cedar fulcrum
thorn barn
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Could the physics engine wake up other grids and it's just disabled? If so that could be a server setting or enabled by the owner pad.

spiral juniper
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it could become a server setting

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the physics engine is capable of it

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it was purely a gameplay decision

thorn barn
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So owner pad would also be possible? I mean what if in survival you flip/crash your car and want to lift it up with a crane but it's resting? You could just toggle allow wake up from grid do what you need to do and turn it back off. To be clear off should be the default.

spiral juniper
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Cranes will always work if you can connect a cable (have ownerpad access).

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the physics engine itself does not know about the Ownerpad tho

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and it shouldn't

thorn barn
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Could the owner pad toggle a variable that enables this kind of interaction for the grid? I guess it's not that important if it's a server setting but I would still prefer owner pad.

spiral juniper
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I'm trying to keep the coding interface between gameplay and physics as small as possible, so as to keep things clean and running fast
The entire game is modular, different components don't know about each other, physics engine doesn't know about components, etc... that's how the game is stable and smooth.
Trying to keep it this way