Difference between revisions of "Talk:FArrowFakeMass"
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imported>Lobosolitario |
imported>JT |
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-Lobo | -Lobo | ||
: The distance a mudcrab flies when killed by an arrow is based on the mudcrab's mass (which is very light) and the [[fDeathForceForceMax]] and [[fDeathForceForceMin]] settings. I don't believe it has anything to do with the arrows or the arrows' masses themselves. | |||
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: My best guess for the fArrowFakeMass setting: when an arrow gets stuck in an object that is Havok-simmed, this is the effect it has on it. For instance, in the character generation process, it recommends that you shoot an arrow into the bucket over the well. When you do so, the arrow gets stuck into the bucket and the bucket's centre of mass changes to compensate for the new mass attached to it -- the bucket dangles in a slightly different fashion. When you pull the arrows out of the bucket, the bucket returns to normal. | |||
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: It's also possible that the arrow's weight is used directly, however, which would mean this is a deprecated setting. It'd be nice if the devs could comment on this one. --[[User:JT|JT]] 01:32, 18 October 2006 (EDT) |
Latest revision as of 00:32, 18 October 2006
I've been playing around with this value a bit, and it doesn't seem to have any visible effect. Flight distance is unaffected by this value (for FArrowGravityBase and FArrowSpeedMult at values which grant a decent parabolic arc, FArrowFakeMass makes no difference to the arc whether it is at 100.0 or at 0.0), and if it affects havoc collision, it seems to be fairly subtle, since at 0.0 or at 100.0, mudcrabs seem to tumble comparable distances on death.
-Lobo
- The distance a mudcrab flies when killed by an arrow is based on the mudcrab's mass (which is very light) and the fDeathForceForceMax and fDeathForceForceMin settings. I don't believe it has anything to do with the arrows or the arrows' masses themselves.
- My best guess for the fArrowFakeMass setting: when an arrow gets stuck in an object that is Havok-simmed, this is the effect it has on it. For instance, in the character generation process, it recommends that you shoot an arrow into the bucket over the well. When you do so, the arrow gets stuck into the bucket and the bucket's centre of mass changes to compensate for the new mass attached to it -- the bucket dangles in a slightly different fashion. When you pull the arrows out of the bucket, the bucket returns to normal.
- It's also possible that the arrow's weight is used directly, however, which would mean this is a deprecated setting. It'd be nice if the devs could comment on this one. --JT 01:32, 18 October 2006 (EDT)