Model Reset - Please help!

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  1. #1

    Default 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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  3. #2

    Default 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

  4. #3

    Default 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

  5. #4

    Default 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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