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primitive troubles

primitive scripting

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#1 xfl

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Posted 19 February 2025 - 01:55 AM

Hey - I'm having some troubles with colliding with primitives.  I created a new table and dragged one of the flipper primitives to it, and renamed it primitive1 and set its physics to collidable (and not a toy).  If I run the table, the ball bounces off of it like I'd expect.  Next I added a timer and added in the script under Sub Timer001_Timer()  "primative1.roty = primative1.roty + 1."  Now the primitive spins as expected.  But the ball still collides with the original primitive location - and goes right through the primitive's new location.  Have I missed something?  I'd really like to have the collidable area move with the visual.  I'm not sure what the alternative would be - a bunch of invisible walls that I raise and lower as the primitive rotates?

Thanks for the help! - XFL



#2 bigus1

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Posted 19 February 2025 - 02:24 AM

Moving primitives aren't collidable, other than what you've discovered already, but if it's just a flipper, do it in the normal manner where the real collidable flipper is invisible and the visible prim tracks it.



#3 xfl

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Posted 19 February 2025 - 03:46 AM

rats!  Thanks for the quick response!



#4 jpsalas

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Posted 19 February 2025 - 10:07 AM

A note: a flipper is more than than just a primitive rotating, it has a lot of extra properties than a primitive. You should always use a flipper, visible or not :)


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