Hey guys.
I've been messing around with the editor for two days and it's purely awesome, still there are some tools or functions that would make editing a lot easier and faster. A list:
Also I noticed something that may be known already:
I've been messing around with the editor for two days and it's purely awesome, still there are some tools or functions that would make editing a lot easier and faster. A list:
- A Parent/children system so we can easily assemble objects together and transform only the parent one.
- Maybe I missed the thing entirely but there seems to be no function to activate an object's "skill". Like, if I put a trigger on the terrain, I found myself unable to force a targeted bomb to explode on the trigger's activation, same for, like, change the flame effect of a guardian column from a trigger. Is there a way to manage this already?
- A "destroy" command for breakable objects. Same logic as the object's "skills", the ability to trigger the destruction of an object would be helpful.
- A spherical trigger, or even a "trigger" option in the objects properties that turns them transparent and traversable with specific trigger events like "on enter". That would allow us to use a primitive's shape and have cylindrical or spherical triggers using the primitives.
- An empty environment with no ground in it?
Also I noticed something that may be known already:
- If I place an interactive object and activate physics on it, it will collide with a structure/any decor moving by triggers. It will get pushed, fall and collide, like it should.
But, in the exact same situation in zero G mode, the "physics-friendly" object won't interact with the moving decor at all during the first seconds of the simulation!
It seems to happen because in zero G mode, no physical force is applied on the object when the simulation launches. But after a few seconds, the object seems to remember its job and can collide when in the middle of another object. That generally ends up in a buggy collision that violently propels the physical object away.
>>So the way I found to make it work properly in zero G is to make a "transform" event that applies force on the physical object for just 0.1 second and by 1 in any direction. With this trick, things tend to happen normally.
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