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A forum post by thyon

I'm doing a grab and then push/pull. So far it's working great, however (yes there is a but), the force applier completely ignores any friction or gravity of the sculpture object, so I can push a giant block just as easily as a small block. I've even taken the strength down to 75% and then doubled the m/s speed, so now it takes a bit to startup but I can still push the blocks no matter how large they are.

Funny thing is that if I push a smaller block INTO a large block, the collision detects all the friction and density stuff and prevents me from moving the larger block when its behind the smaller block.

My solution currently requires no logic to be added to the block apart from labels. Very nice, so otherwise I'll have to add logic to the moveable blocks too -- not nice.

The only solution I can come up with is to use some kind of switch on the block sculpture to send a fixed value of strength using a wireless transmitter to the puppet when it's detected. Then I can multiply that value into the speed to make it move slower or faster. Ideally access to the non-visible parameter density (in kg) would be nice -- it's more than X kg so you can't move it.

Is there not maybe a cleaner way to do this? I see that detect outputs don't really have much data in them. A reference to the detected sculpt would be nice (I think this was suggested) then we could

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