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Author Topic: nearestObj workaround  (Read 1054 times)

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BitFlix

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nearestObj workaround
« on: 28 Sep 2002, 20:37:08 »
Is there any workaround for the nearestObj bug? I need to grab missiles fired from a chopper. I know the dirty down way to do it is to setpos the chopper to [0,0,100], then use nearestobj _pos, and then setpos the chopper back to its old position - it works fine (even in Ofp:Res) BUT the chopper always gets a tad jerky after that, jumping in z-direction a bit. This makes proper aiming quite impossible.
Its prolly coz OFP updates the whole physics after the setpos, so the physics are now for [0,0,100], not original position. I tried to offset it only 60m in x-direction but then I got the same probs: the chopper gets uncontrollable for a split second.

Any ideas?