Oops, looks like
Festy is on the ball...
A few things to keep in mind with physics stuff:
PHYSICS_JOINTS:
Joint entities have a TYPE field. The values can either be 0 or
1. If memory serves me correctly, 1 forces the joint to become RIGID
at its assigned position. A value of 0 allows the joint to FALL
freely and be affected by gravity or force entities. Make sure that
whatever joints your object is supposed to hang from are assigned as
RIGID. All others should be assigned as free fallers. ( brain, this
is usually a common cause for your problem. )
A joint entity has 2 fields to specify physics objects that it is
connected to. If you have a joint that connects two physics objects,
you simply specify both objects in the 2 fields. It doesn't matter
which is specified first. If you have a joint that connects a single
physics object to a static part of your world, such as a chain link
to a wooden post, you specify the physics object ( chain link ) in
the first field and leave the second field set at NULL. Currently
joints only have 2 fields to hook up physics objects. You can't
connect a single joint to 3 or more physics objects. A situation
like that would require connecting one joint to the first and second
object, another joint connecting the second and third object,
another joint connecting the third and fourth object, etc...
Each joint entity has a NEXT field that you use to create a
consecutive list of joints.
Example- In the NEXT field for JOINT1 you would specify JOINT2.
In the NEXT field for JOINT2 you would specify JOINT3. Keep linking
joints in this fashion. The NEXT field for the last joint should
remain NULL. DO NOT make the list circular. The list should be
linear. It IS possible to link joints in any order as long as the
list is linear, but I recommend linking in increasing order because
they're easier to deal with.
PHYSICS_OBJECTS:
Like physics joints, physics object entities also have a NEXT
field. Build your list of physics objects the same way.
Physics objects should be placed at their respective model's
center of mass position. Placing the physics object entities at
strange positions relative to their respective models can lead to
weird/unstable motions at runtime.
A physics object entity has a single field that points to the
model that relies on its center of mass position. Be sure to set
this properly.
PHYSICAL_SYSTEMS:
The physical system entity contains 2 fields. One field points to
the FIRST physics joint in the joint list you created above. The
other field points to the FIRST physics object in the object list
you created above.
Apologies in advance if you knew this already and if your physics
problem is related to something else.
[This message has been edited by Grappleman (edited 07-12-99).]
[This message has been edited by Grappleman (edited 07-12-99).]
[This message has been edited by Grappleman (edited 07-15-99).]