01-23-2007 17:31
I'm trying to make a skeeball table in SL. It works like an RL one -- you roll a ball, bounce it off the ramp, it arcs, and goes into the pot.

Here's a picture of my prototype, which might help in assessing the problem...

The script works great. You 'throw' a ball, and it transmits your position and the angle of the shot to the table. The table spawns a ball at the end of the ramp, offsetting to match your approach, and shoots that sucker along the table base (it strips away your up/down angle). In fact, I can (and did) use a manual /channel triggering of a ball in my testing. Doing this instead of chucking the ball from the avatar position lets me ensure it's a roller and not a baseball pitch straight into a pot.

The problem is that once I added legs to my free-floating table, to join it to the floor... it stopped working! Throws would draaag to a screeching halt once they hit the ramp, kicking up sparks on launch, or they'd bonk off and go backwards or just flop down.

But that ONLY happens when the table is near the floor! Intersecting or even slightly above the floor, the throw screws up. If it's free-hovering high enough in the air, then it's fine.

I tested with a non-physical ball to make sure it was rezzing the ball at the right spot, and yeah, it's doing just fine. The ONLY variable being changed is the Z of the overall machine.

I smell 'bounding box error', but I turn to physics gurus for assistance. What's going on?