Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Questions about adding/removing rope at runtime`
#1
Hi there, 

I'm creating a game that has tug boats and large ships.  I'm now trying to recreate the tow line from Snowrunner where I can basically select tow hitch points from my tugboat and points from large ships.  This would, in turn create a rope between the two.

After messing around and reading the docs/api and then coming to the forums, I found a few posts that help with what I'm looking for, though I'm still struggling to make this work properly.




A few things
Do I create a solver and updater just a single time? 
Do I create the rope actor every time I want to create a new rope - and inversely, do I destroy this rope actor every time I want to remove it?
Or do I create/destroy the blueprint every time I want to make a new one?
Do I need to create/destroy the particle attachments every time? Or do I just keep the ones I have (assuming I don't destroy the actor?)

Thank you in advance!

P.S. Small "quality of life" upgrade;  When I was looking at the docs in the user manual, I clicked on Obi Rope first.  This just expanded the Obi Rope section which immediately made me think that none of the top-level, expandable links were actual content.  I missed out on seeing the Scripting Actors page which has the most useful information IMO https://obi.virtualmethodstudio.com/manu...ctors.html.
Reply


Messages In This Thread
Questions about adding/removing rope at runtime` - by Cleaner - 13-02-2024, 03:00 PM