» Sat Jan 29, 2011 11:24 am
No, it's for pick-up and repositioning. I'm basically duplicating the Imperial Furniture functionality, or trying to. It's kind of neat what they did. Basicallly you start out with a havoked version of an object or a hammer if it's large. You drop that from your inventory. If the object drops as-is, you can grab and reposition it. Then you click on it and the script removes the havoked version and replaces it with a static version. Even after it's a static version, you can still click on the object to pick it up again. For large objects, you drop the hammer, position it, then click on the hammer and it gets replaced with a havoked version of the object. Then it's the same deal. Click on the object and select lock from the menu and it replaces it with a static version. Once it's replaced with the static version, it doesn't move - it behaves like a regular static, except for the script. Unfortunately I don't think this is going to work with Loth's racks, which is what I was trying to do. Loth has some really interesting collision defined on his meshes, which makes it super easy to put weapons in the racks, but the racks don't respond well to this kind of flipping around. I got most of it working actually, but I was having some issues with the static version showing up quite a bit above the ground. I also couldn't keep all his collision data, so I don't think the racks would really work anymore. I didn't take my testing that far - with the racks so far off the ground, you couldn't put weapons in them anyway unless you were 10 feet (3m) tall!! I fiddled with the meshes a bit, but I really couldn't figure out what was making them show up so far off the ground...