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Asked By | Niko |
I’m using a custom time scale variable and an Area3D to recreate the time stop power in Quantum Break, it’s working with kinematic bodies as they move using move and slide, however such function doesn’t exist in rigidbodies…
Is there a way to change and store the velocity of a rigidbody and reapply after the effect ends?
I think this would be quite complex, I believe you would need to change the applied forces on the rigid body and even then you may find it spins at a normal speed so you might have to play with the torque etc.
The documentation is here if it helps
RigidBody2D — Godot Engine (stable) documentation in English
I have never tried it before so somebody else may have a bit more experience with what you are trying to do.
Gluon | 2022-07-10 00:06
Yeah after messing around i found that this is quite complex, maybe i just play with both the damp values and reaply the speed after.
Niko | 2022-07-10 13:11
Have you considered using kinematic bodies? I dont know exactly what your game is but it would be easier with those. You could use area 2d’s with a function attached to the body entered signal to control their actions when they hit the ground or another object but this could end up being more complex in other ways depending on what your game is exactly.
Gluon | 2022-07-10 13:16
Using kinematic bodies could be easier to implement and control, if i did know how to make them interact with each other pushing and rotating other instead of being static.
Them multiplying their move speed, animation rate and timers with a variable would create the illusion.
Niko | 2022-07-10 16:31