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Old Post Cry Havok and let fly? That's wrong...

diziet

Active Member
Messages
541
Does ROTC respect the blueprint setting "RemoveHavok" : 1, ?
I had some stuff spawning and bouncing in level0 that then meant it was too out of position for level1 and the proximity algorithm didn't match it so another was spawned and they clashed and flew around. I used 'place everywhere' to turn object physics off before export, but the above setting was still set to 0 so I edited manually and redid the plan in the creator webpage.
However the items still seem to have physics and bounce.
 
It attempts to, but due to the order events happen in the game the physics engine usually kicks in faster than scripts can disable it on an item. TS can get around this thanks to F4SE.
 
t attempts to, but due to the order events happen in the game the physics engine usually kicks in faster than scripts can disable it on an item[/QUOT

Well that explains what is happening. Thankyou.

So, will all the project blueprint stuff have physics on? I'm thinking of the trucks and cars. I spawned my own version of the flatbed and trucks at echo lake to make it look as if the settlers used what they found to make walls, and until recently there was no problem in testing. Sometime post 3.4.2 one of the trucks is not staying in place and then interacting with itself when spawned again. It doesn't have a version in the blueprint but there are two that might substitute, if they behave.
 
The PBP stuff will work the same way as everything else. If it has physics and you disable them with PE, TS will pick up on it and SS will try to abide by it.
 
he PBP stuff will work the same way as everything else. If it has physics and you disable them with PE, TS will pick up on it and SS will try to abide by it.

Ok, thanks. May have to revisit my city plan idea, but best to know what's going on.
 
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