Physics-enabled activator?

Post » Mon Jun 13, 2011 5:01 pm

So, what do I need to know to make a physics-enabled (as in, you can drag it with Z, move it with explosions or gunshots, etc.) activator, that uses an existing object model (one that's already used for static objects)?

If a physics-enabled activator isn't an option, what would be to achieve roughly the same effect?

Also, I've tried making an item that uses an existing static object model and I couldn't move it for whatever reason, as if it was infinitely heavy.

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Sunnii Bebiieh
 
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Post » Mon Jun 13, 2011 10:21 am

I'm no G.E.C.K. genius, but I guess, since Gold Bars are takable but unmovable. there might be a sort of list like how some items can be marked 'unplayable', perhaps there is an option to label an item as movable. Perhaps you need to copy/paste, say for example, a Pre-War Corvega, you might have to copy and paste it, then create a new id so it doesnt interfere with the base objects in the game. So you'd have a Corvega with the same skin as the generic, but the unique attribute to move it.

(PS. I'm on the PS3, so I've never used the G.E.C.K. and am just running on assumption from what little I know >_>)
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Natalie Harvey
 
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Post » Mon Jun 13, 2011 3:15 pm

For it to be moved by physics, you'll have to have use a movable Motion System type in the NIF's bhkRigidBody node. Changing it would require a new model to be used, however.

The only way I could think to fake it would be to use an invisible collision-enabled model around it and keep the activator at its center by script when it moves. (And that wouldn't work well at all if the activator had fixed physics too... :pinch:)
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Rob Smith
 
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Post » Mon Jun 13, 2011 1:09 pm

For it to be moved by physics, you'll have to have use a movable Motion System type in the NIF's bhkRigidBody node. Changing it would require a new model to be used, however.

Ah ha! Ok, that's precisely the info I was looking for. Thanks. =]

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Tina Tupou
 
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Post » Mon Jun 13, 2011 7:16 am

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Chloe Yarnall
 
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