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Thread: Another Physics post.

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    Another Physics post.

    I am tired of posting these post but I will keep posting them until my game is finished

    So I just started creating new objects for my game such as baulders and planks etc. And I put the baulder's into a group and did the thing in the example. I created a loop at the start of frame, spread the value, added the Onloop Condition+ Compare the value with LoopIndex("MakeRocks")and then I do the create object events. It is exactly the same as the example file does.

    The problem is that if the loop name is something other than "MakeObjects" then it will NOT create the body but if I change the loop name into "MakeObjects" then it will create a body but will not attach the active object into it so it will be invisible.

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    Re: Another Physics post.

    Can you post an example? It's kind of hard to figure out without looking at the actual code...

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    Re: Another Physics post.

    It seems to work fine when I copy the events from my game into another application. I am starting to think it is the possition of these events. It is quite strange, depending on the name of the loop it will or will not work. "MakeObjects" seems to make it work on my new application but like I said it isn't working on my game.

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    Re: Another Physics post.

    Like all of my other posts, I have found the reason. The active objects propertise said: Inactive if Too far>YES. I checked Automatic and it works. This also happened to my chains because The crates at the end of my chains were invisible so I changed the Inactive if too far and now it works fine

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