Hoamaii Posted March 30, 2016 Share Posted March 30, 2016 Hi guys, I'm afraid I need a bit of help again... I've created a custom .nifs version of an activator which I want the player to be able to move around and place in the world where he wants. The script works fine and the activator too, but occasionally, after adjusting position or angle several times in a row (I don't use 'TranslateTo'), the activator will fall through the ground. I've set the CollisionObject's bhkRigidBody to bhkRigidBodyT, Layer and LayerCopy: OL_CLUTTER Motion System: MO_SYS_SPHERE Deactivator Type: DEACTIVATOR_NEVER Solver Deactivation: SOLVER_DEACTIVATION_LOW Motion Quality: MO_QUAL_MOVING Anything else I could do to prevent it to sink into the landscape? Many thanks in advance! Link to comment Share on other sites More sharing options...
Di0nysys Posted March 30, 2016 Share Posted March 30, 2016 Checkout this old forum post that explains exactly how to make statics moveable. http://forums.bethsoft.com/topic/1383367-getting-collisions-to-move-with-translateto/?do=findComment&comment=20988707Only editing these 3 lines will make ur object collision to move with Translateto. You don't need to turn ur collision into a clutter object for it to move. Link to comment Share on other sites More sharing options...
Hoamaii Posted March 30, 2016 Author Share Posted March 30, 2016 Yeah, I had seen that and tried it. But those settings work for movable static (a bridge if I remember correctly), not at all with an activator - it actually makes the object slowly spin around when used on an activator. And I don't need to use TranslateTo(), only SetPosition() and SetAngle(). Link to comment Share on other sites More sharing options...
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