hi, I know that rope bridges have been discussed before but i think mine is a particular problem. The bridge is fine, its a large physbox suspended by 4 lenghtconstraints, the additional length is set to one and the bridge hangs nicely and when pushed with the grav gun swings. This is fine but when i step on the bridge that is when the bridge starts to shake. This happens especially at either end of the bridge. Is there a way to reduce shaking when travelling on it?
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Re: bridge
Posted by Crono on Thu Jul 13th at 6:42pm 2006
Posted by Crono on Thu Jul 13th at 6:42pm 2006
Are all your constraints managed by one entity? If not they'll "fight" instead of work together. Granted, I'm not really sure how you do that, but I know the purpose. Look into it.
Blame it on Microsoft, God does.
Re: bridge
Posted by Dark_Kilauea on Thu Jul 13th at 6:59pm 2006

Dark_Kilauea
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Posted by Dark_Kilauea on Thu Jul 13th at 6:59pm 2006
look into a constraint_system.
It is important for any groups on constraints to work together.
It is important for any groups on constraints to work together.
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Re: bridge
Posted by Sadist on Sat Jul 15th at 11:06am 2006
Posted by Sadist on Sat Jul 15th at 11:06am 2006
I'm using a constraint system and i think im using it properly, although i noticed something odd, i loaded up the map in garrys mod and in hl2 singleplayer, and the problem disappeared, possibly something to do with hl2 deathmatch.
Re: bridge
Posted by warlord on Tue Jul 18th at 2:57pm 2006

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Posted by warlord on Tue Jul 18th at 2:57pm 2006
the problem is caused because physics, moving platforms, and trains were not coded into multiplayer games. (to save on bandwidth) it sux that you cant make trains or elevators that work right because of it.
but because of this coding whenever you are on something that moves be it a barrel or a rope bridge. the player is actually sliding around on it.
so yes your build is fine its just the game that doesent want it to work like that
warlord
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the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
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