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[Solved] Controller moving randomly


Roland
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http://www.youtube.com/watch?v=h_w7fwkUI8Q



My character is moved randomly as seen in the video.
There is not much special about the code

I load my scene which contains the door, firepit and terrain using LoadScene
LoadScene( "abstract::testlevel.sbx" );



I load my character model using LoadModel

TModel _model = LoadModel( "abstract::celly.gmf" ) ;

I create a contoller
[code]
// _height is 1.7
// _modelPos is position of the character loaded
// CollisionType::Prop is 1
TController _controller = CreateController( _height );
PositionEntity(_controller, modelPos );
SetBodyMass(_controller, 1);
SetBodyGravityMode(_controller, 1 );
EntityType(_controller, CollisionType::Prop);



In my main loop i call update on controller
Note.. I do not force any movement at all in the UpdateController
I do not have any code that could move the character or controller at all.

// _mode is the character model loaded
UpdateController( _controller );

RotateEntity( _model, EntityRotation(_controller ) );
PositionEntity( _model, EntityPosition(_controller) );




Cant find out why the model is moving around by it self.
Have done this before in other test snippets without problems
but now this happens. Any hints?

I have done this before without any problems. It was when rewriting my code-lib which I lost (see my blog) this occurred. So I'm doing something weird dumb this time. Just cant find out what. I commented out all code that could move the character in any possible way, bit still she moves.

Edited by Roland

AV MX Linux

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..can you see controller moving with debug physics enabled ??.. also, have you try to swap positions of

UpdateController( _controller );

 

and

 

RotateEntity( _model, EntityRotation(_controller ) );

PositionEntity( _model, EntityPosition(_controller) );

 

in your main loop ?Is it controller parented to anything ?

 

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Random movement occurs when 2 physics bodies are parented, and they are colliding with eachother. The solution is the make the 2 bodies of different collisiontype, for example 6 and 7. And course to make sure that type 6 and 7 are not setup with EntityCollisions to collide with eachother.

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Random movement occurs when 2 physics bodies are parented, and they are colliding with eachother. The solution is the make the 2 bodies of different collisiontype, for example 6 and 7.

Yes Meta... That was the problem.

Naught.. you were also into the solution (Is it controller parented to anything ? )..

Thanks smile.png

AV MX Linux

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