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1. @LadyLexUK; @PhantomGazebo: You two rock! A combination of both your suggestions did the trick...the object is now doing as I had hoped. Thank you! I'll be sure to add you both in the credits of my Dream.
2. @PhantomGazebo: I ran with your trigger zone suggestion on this...Attached a trigger zone on the object and set a small radius to detect the "Scenery" label of the invisible wall. When this is detected, the speed on the follow gadget is reduced and the object doesn't advance further.
While I kept this solution, it introduced a new problem. Once the speed was reduced the object stopped following the player completely, no matter where in the room the player moved. To remedy this, I had to add a second, low speed "Flee" to the object which reacted to a tag. I then built a barrier around the invisible wall made of many tags. Now the object will repel ever so slightly, just enough to get out of the "Scenery" detected zone.
Makes me wish the Tag gadget worked like a lot of the other gadgets do...If it is surface snapped or attached to an object, the whole object is recognized as that tag. Would be far easier than having to use a ton of individual ones.
3. Unfortunately I am still wresting with this one. The chain chomp image is funnily enough the first thing that popped in my head too...Not what I am making, but very similar in concept.
If I make the floating object the child end of the string connector, it just drops and dangles around in the air by an invisible string. If I make it the parent end of the string connector, it floats fine but the "rope" like object just drops to the ground.
I suspect a lot more tinkering is ahead of me.