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Tearing rope on Collision
#2
Using a particle index to look into an elements array makes no sense whatsoever. There's usually more particles than elements in a rope, hence the out of range exception. Instead of:

Code:
ropeObject.Tear(ropeElements[particleToTear]);

do

Code:
ropeObject.Tear(ropeElements[j]);
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Messages In This Thread
Tearing rope on Collision - by Spectra_7 - 13-10-2020, 11:41 AM
RE: Tearing rope on Collision - by josemendez - 13-10-2020, 11:43 AM
RE: Tearing rope on Collision - by Spectra_7 - 13-10-2020, 12:00 PM
RE: Tearing rope on Collision - by josemendez - 13-10-2020, 02:29 PM