reepblue Posted September 26, 2021 Share Posted September 26, 2021 I've noticed that my code below no longer works when I upgraded my project to the Beta. m_vClosePositionRight = m_pDoorPieceRight->GetPosition(true); Vec3 position = m_vClosePositionRight; Vec3 distance = Transform::Vector(1.0f, 0.0f, 0.0f, GetEntity(), NULL); Vec3 pin = distance.Normalize(); m_pDoorJointRight = Joint::Slider(position.x, position.y, position.z, pin.x, pin.y, pin.z, m_pDoorPieceRight, NULL); m_flOpenAngleRight = distance.Length(); m_flCloseAngleRight = 0; m_pDoorJointRight->SetMotorSpeed(2.0f); m_pDoorJointRight->SetLimits(0, distance.Length()); m_pDoorJointRight->SetAngle(m_flCloseAngleRight); Below I've attached a modified script and a map showcasing this issue. Create a new project with the FPS template and install the package below. One set of doors uses global positioning (Default) The next set has doors using local positioning but since it matches the world's origin, it seems it works as intended. The last set of doors are rotated. The doors should move on the model's X axis but they don't move as intended. doorbug.zip Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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