If you're running the A6 built in physics, then everything should react automatically after inital setup. I have the commercial version so i could only test 1 object, but it did react as it should when force is applied to it(by shooting at it or by walking into it). Of course, I never actually stacked a group of AI physic boxes so I dont know how they would react to each other.

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Does this mean that I have to add a scan_entity to my player and have the physics object "react" to a SCAN event ? If that's correct, then I guess just using the A6 biped template "as is" won't work ... (right now I want to test physics, not develop my own player movement script )




Thats the interesting thing about the NEWTON plugin. Theres documentation and examples for it, but nothing explains how to do it manully. I recall agent_smith made a nice tutorial about it a while back, but still didn't explain everything (i'm no newton expert either ).

So I decided to create "fake" physics of my own for my objects which reacted to being pushed or shot at, but the gravity didn't quite work so well. So I took another look at newton...

Newtons physic objects will only react when hit by a scan_entity. In the <newtonScript2.wdl>, theres an event function called "NewtonGSScriptEvent" that does the applying of force. There's a block of code in it that looks sorta like :
Code:

newtonImpulseRecord[0] = target[0];
newtonImpulseRecord[1] = target[1];
newtonImpulseRecord[2] = target[2];

// copy origin of bullet (use to determone the direction of the impulse)
newtonImpulseRecord[3] = you.x;
newtonImpulseRecord[4] = you.y;
newtonImpulseRecord[5] = you.z;

// copy the bullet mass
newtonImpulseRecord[6] = you.skill4;

// copy the bullet speed
newtonImpulseRecord[7] = you.skill5;
NewtonBodyAddImpulse (body, newtonImpulseRecord);



You're gonna have to make a custom event function...but anyways....
In newtonImpulseRecord[7] is where it's critical to detect whats hitting it. If the speed of the bullet (or who or whatever hits the object) is too high, it just may go right through the object. By lowering it (and setting different parameters based on your code), I was able to affect the physic object differently by walking into it(pushing) or shooting at it or even having other entities walk into it. Matter of fact, I even did the box stacking thing and had all the AI entities walk into it knocking it over.

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If I had to venture a guess, I'd say that it could be that my walls are too big (the room was created out of a large cube that was hollowed) because each face consists of a single polygon ... can anyone confirm this hunch ?




Nah, I dont think thats the problem. Cause I do all my tests on large hollowed cubes....but I'm not sure about faces consisting of single polygons.


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