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Dark Physics & Dark A.I. & Dark Dynamix / Phy Get Joint Broken() ?

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dark coder
16
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 19th Oct 2006 13:12
While working on my project I came to the stage where I needed a command like this, but loe and behold there isn't one, what gives? you would atlest expect the 'Get Joint Exist()' command to return a 0 if the objects joint connection is broken, however I have made a work around as my objects are mainly moved/broken via weapons rather than physics collisions, so I can manually break them.

Hallowed are the ori.
bosskeith
13
Years of Service
User Offline
Joined: 5th Dec 2005
Location:
Posted: 19th Oct 2006 14:44 Edited at: 23rd Oct 2006 22:56
lol i made the same exact post ...there was no response to mine maybe you will have better luck.
I have even used the existing command "phy get joint exist()" thinking that if a joint was broken that it would no longer exist, but that did not work either.

Hey Mike if you read this think we could have this command added or for that matter if a joint breaks then it is removed from the exists list on the next update?

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