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Restrict rotation to a limited angle

  • presssquaretoeat

    You'll need a bolt on there with the 'Use Angle Limits' option enabled. You can then drag the angle limits handles to the edges.

    When you create the bolt you are going to want to enable the grid and then align the connector to it ( press Triangle ). This will then help you rotate the point at which the bolt spins by exactly 90 degrees to get the rotation around the axis you want.

    The Blue and Yellow connectors don't affect the point of rotation, only the purple one, so align that one somewhere in a line to where the point of rotation should be.

    You can also make this a motor bolt which means you can move it without the advanced connector. If you then wire up an input to the 'Connector Position' ( a value of between 0 to 1 or -1 to 1, I cannot remember ) you can actually tell the bolt to rotate to that exact position within the angle limits you have set, this is useful for precise rotation control.

  • presssquaretoeat

    First para amendment:

    *to the edges of where you want it to rotate to.

  • IAMDOODLEBUG

    Great thanks, it is now connected which is great! However, the advanced rotator I had plugged in originally now doesn't work, how can I map the right stick input to rotate it?

  • IAMDOODLEBUG

    I should mention - I managed to get the advanced rotator working with the bolt, however when you let go of the stick the cannon rotates back down to its lowest position - any way to fix it in place when you let go of the stick? Was thinking I could increase the tightness when there is no stick input

  • presssquaretoeat

    have you tried disabling gravity on the cannon?

    Also check you haven't selected the 'Motor Bolt' option in the Tweak menu as this will try and constantly rotate the bolt.

    With no forces

  • presssquaretoeat

    Ok here's something to try.


    You have a controller gadget, yes?

    -using a splitter Map the R stick output Y to the rotation speed on the Advanced Rotator

    -This value is between -1 and 1 depending on how far forward or back the joystick is pressed.

    -Set the rotation speed in the Rotator tweak menu to something above 0, say 20 deg/s

    -Move your imp over the wire input on the rotator. Pressing L1 + Square or L1 + X will change the 'Blend Mode' of the input. We want Multiply.

    -Now what happens is that the Speed of the Rotator is MULTIPLIED by the input of the Y stick. Because this value is between -1 to 1 your rotator is going to rotate relative to the speed of the joystick.

    When the Joystick pos is 1 the speed will be 1 x 20 deg / s = 20 deg/s

    -When the joystick pos is 0 the speed will be zero.

    When the Joystick pos is -1 the speed will be -1 x 20 deg / s = -20 deg/s

    And all the values in between

  • IAMDOODLEBUG

    Turning off gravity fixed it straight away!!!! Thanks very much!

    Is it common for connectors to take their toll on slowdown? There's only one and I'm getting a snail :-(

  • presssquaretoeat

    Good stuff glad to help.

    I've had multiple bolts and rotators in the same small scene and I've never seen a slowdown (base PS4 here ), I can't imagine that's it. Can you view your Thermo ( it's an option in the Show/Hide ). They should all be near 0 if this is all there is in your scene. Wondering if something else has snuck in :-)

  • IAMDOODLEBUG

    It's a ruddy Great Ocean and pirate ship haha! However before the connector was added there was no snail during gameplay. Thermo is around 60% so still headroom!

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