ID:161530
 
How do you define a master for a group of movables moving in sync_steps?
The head object would be the one that isn't set to SYNC_STEPS. I haven't messed around with it very much, though.
In response to Garthor
Garthor wrote:
The head object would be the one that isn't set to SYNC_STEPS. I haven't messed around with it very much, though.

I know that, but how do the others know who to sync to? Not everyone in the world syncs to the same guy.
In response to Obs
Sync steps never worked properly for me. It was hardly ever synced, it just doesn't work well enough. If possible, you could add overlays onto the master. This would ensure perfect movement syncing.
In response to Crashed
Crashed wrote:
Sync steps never worked properly for me. It was hardly ever synced, it just doesn't work well enough. If possible, you could add overlays onto the master. This would ensure perfect movement syncing.

I would do that if the goal was to make one big object, but really these are just a bunch of objects that happen to move together. Each one can be interacted with seperately.
In response to Obs
Don't you more accurately have "one big atom" made of multiple /obj parts instead of 1 atom and overlays so all parts will be "solid" and interactable? That's just more common.
If so (and perhaps even if not, if you've not considered it before?), a good workaround would be to use offset overlays for the visual part and /objs for the interaction part. ie in effect, give your /objs no icons and instead handle the icons via overlays on the main objects. This way you'll have the visual smoothness of the overlays but your object will still be solid and interactable.
In response to Kaioken
Kaioken wrote:
Don't you more accurately have "one big atom" made of multiple /obj parts instead of 1 atom and overlays so all parts will be "solid" and interactable? That's just more common.
If so (and perhaps even if not, if you've not considered it before?), a good workaround would be to use offset overlays for the visual part and /objs for the interaction part. ie in effect, give your /objs no icons and instead handle the icons via overlays on the main objects. This way you'll have the visual smoothness of the overlays but your object will still be solid and interactable.


That is precisely how I am doing certain large objects.


But no, this is more like a moving structure, which may contain players moving around inside freely.