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mbrown174 #1
Model Reset - Please help!
I've just applied impulse to a model called 'bullet2'
How do i reset the model back to its earlier position?
Thanks
mbrown174 Guest
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PpHammer #2
Re: Model Reset - Please help!
You could store the initial data of your object before applying a impulse (or
any other transforms) and use that info to restore/reset your model.
You can use member("yourmembername").resetworld() to reset your 3d member
completely. This will reset ALL objects in your 3d member. I don't know if
there's a possibility to reset a single object only.
PpHammer Guest
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Pelleyoo #3
Re: Model Reset - Please help!
I think you should create a variable pStartPos. Then you can do something like
this;
on beginsprite me
pStarPos = member("w3d").model("bullet2").worldposition
end
then when you want bullet to return to its original position you can do
something like this;
if returnposition = true then
member("w3d").model("bullet2").transform.position = pStartPos
end if
Sucker. ;P
Pelleyoo Guest
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mbrown174 #4
Re: Model Reset - Please help!
Thanx guys - but I've tried the methods and I cant seem to get them to work.
Director keeps flinging errors at me!
Heres my code...
property pHavok, pMember, pCar, pAsteroid, pBullet,
on beginSprite me
startTimer
-- create backdrop texture from bitmap
backdropTexture2 = sprite(me.spriteNum).member.newTexture("my backdrop2",
#fromCastMember, member("backdrop"))
-- add backdrop to world
sprite(1).camera.addBackdrop(backdropTexture2,poin t(0,0),0)
-- get the member for easy reference
pMember = sprite(me.spriteNum).member
-- reset the world
pMember.resetWorld()
-- get reference to havok member
pHavok = member("Dungeon Physics")
-- start havok at scale of 1
pHavok.initialize(pMember,1000,1000)
-- add mesh deform to all models
pMember.model("bothweapons").addModifier(#meshdefo rm)
pMember.model("bullet2").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (1)").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (2)").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (3)").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (4)").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (5)").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (6)").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (7)").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (8)").addModifier(#meshdeform)
pMember.model("Enemy4rotatedagain (9)").addModifier(#meshdeform)
sprite(1).member.model("bothweapons").addChild(spr ite(1).member.camera)
pCamera = sprite(me.spriteNum).camera
-- assign mass to car
pCar = pHavok.makeMovableRigidBody("bothweapons",100,TRUE ,#box)
hpRigidBody1 = pHavok.makeFixedRigidBody("Level8side55 (1)")
hpRigidBody31 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(1)",100000,TRUE,#box)
hpRigidBody32 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(2)",100000,TRUE,#box)
hpRigidBody33 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(3)",100000,TRUE,#box)
hpRigidBody34 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(4)",100000,TRUE,#box)
hpRigidBody35 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(5)",100000,TRUE,#box)
hpRigidBody36 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(6)",100000,TRUE,#box)
hpRigidBody37 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(7)",100000,TRUE,#box)
hpRigidBody38 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(8)",100000,TRUE,#box)
hpRigidBody39 = pHavok.makeMovableRigidBody("Enemy4rotatedagain
(9)",100000,TRUE,#box)
pBullet = pHavok.makeMovableRigidBody("bullet2",100000,TRUE, #box)
end
on exitFrame me
if the key = RETURN then
pBullet.applyImpulse(vector(0.10, 0.10, -5000000000.10))
end if
-- if arrows pressed, apply angular impulse to turn
if keyPressed(123) then
pCar.applyImpulse(vector(-1000000,0,0))
end if
if keyPressed(124) then
pCar.applyImpulse(vector(1000000,0,0))
end if
if the key = BACKSPACE then
end if
-- set the physics simulation
pHavok.step()
end
on mouseEnter me
cursor 0
end
On backspace I want bullet2 to return to its former position
Any pointers? Thanx for the help!
mbrown174 Guest



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