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Sticky Areas
Apjjm Offline
Is easy to say

Posts: 496
Threads: 18
Joined: Apr 2011
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#5
RE: Sticky Areas

Stickyareas can be used for loads of useful things. By default they only allow one object (which matches the name criteria - see below) to attach to them at a time, but you should be able to attach multiple objects through scripting. The ability to tell the sticky-area to rotate objects but not move them (or vice-versa) is extremely useful in producing "secret" doors, as you don't need to use a separate specialised entity (though the entity may have to have a main physics body defined in it's properties), but instead just activate the area / allow attachment and let the area rotate/move the prop for you.

Use is as simple as defining the attachable object name (or part of the object name - the game does partial string matching to determine if an object is allowed to attach, for example if your object was called "bookcase_1" and the area attached objects with "ok" in them, "bookcase_1" would be attached), and tweaking the parameters until it looks nice. The two function callback settings also have uses too, for example if you want to know if the player has pulled something out of a socket.
(This post was last modified: 08-17-2011, 02:19 AM by Apjjm.)
08-17-2011, 02:12 AM
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Messages In This Thread
Sticky Areas - by nemesis567 - 08-16-2011, 07:44 PM
RE: Sticky Areas - by palistov - 08-16-2011, 08:23 PM
RE: Sticky Areas - by Tanshaydar - 08-16-2011, 08:27 PM
RE: Sticky Areas - by nemesis567 - 08-16-2011, 08:40 PM
RE: Sticky Areas - by Apjjm - 08-17-2011, 02:12 AM
RE: Sticky Areas - by nemesis567 - 08-17-2011, 01:11 PM



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