character linear dampening

DeFT 2K6

25-08-2006 00:26:17

Hi, I'm having a weird issue with my characters - I can't get them to fall naturally, they all seem to float, despite setting their actor's linear damping coefficient to zero and increasing the value I pass to the hasGravity function.
I'm not actually sure if my call to the character controller's actor is even having any effect.
ie.

character->mController->getActor()->setLinearDamping(0);


Is there any way to increase the downward speed of a character without applying a down force (besides gravity) or velocity?

Thx, ciao.

betajaen

25-08-2006 10:36:41

Scene Gravity isn't applied to NxController because the NxActor is kinetic, so the Controller (NxOgre one) does it for you via the blueprint, however I have noticed that the gravity for them is usually dependent on frame rate, i.e. VSync.

However your the second one I know about is having problems with the Gravity with the new controller, so something is up.

Question: Does gravity work for you in the 606 tutorial, and have you added set/hasGravity in the blueprint for the character?

DeFT 2K6

25-08-2006 18:33:48

I have setGravity(true) in the blueprint, but hasGravity doesn't seem to be a member of the blueprint<character> template. I haven't added my jump method to the ninja in tutorial 606 to see if he floats downwards, but he seems to fall at about the same pace my character does when I go off the edge of something.

Thx, ciao.

betajaen

25-08-2006 18:54:03

Well that falling does work, you could use the old character code which is in that file.

The blueprint system wouldn't apply to it, but it's just as good, infact better than the new character. I know for sure gravity works with that really well.