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Question by Dan_Tsukasa · Feb 05, 2013 at 05:11 PM · physicsrigidbodyplayerpush

How to set Player to push only during pushing animation

Hey Guys

I've setup my script so that I can push a crate and it works, however it pushes simply when I walk into it, I've managed to edit it so that it now pushes when using the push animation (Holding "Fire1"), and pushes much slower according to my pus$$anonymous$$ng speed.

However I can't work out how to set it so that it only moves when I'm pus$$anonymous$$ng it intentionally.

I've placed my script below, if anyone has any advice It'd be greatly appreciated.

     // t$$anonymous$$s script pushes all rigidbodies that the character touches
     var pushPower = 2.0;
     var weight = 6.0;
      
     function OnControllerColliderHit ($$anonymous$$t : ControllerColliderHit)
     {
     var body : Rigidbody = $$anonymous$$t.collider.attachedRigidbody;
     var force : Vector3;
      
     // no rigidbody
     if (body == null || body.isKinematic) { return; }
      
     // We use gravity and weight to push t$$anonymous$$ngs down, we use
     // our velocity and push power to push t$$anonymous$$ngs other directions
     if ($$anonymous$$t.moveDirection.y < -0.3 && Input.GetButton ( "Fire1" )) {
     force = Vector3 (0.1, -0.5, 0) * 1 * weight;
     } else {
     force = $$anonymous$$t.controller.velocity * pushPower;
     }
      
     // Apply the push
     body.AddForceAtPosition(force, $$anonymous$$t.point);
     }    
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avatar image dorpeleg · Feb 05, 2013 at 09:59 PM 0
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Just put the body.AddForceAtPosition(force, hit.point); under the if statement....

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Answer by Dan_Tsukasa · Feb 10, 2013 at 09:57 PM

Thankyou dorpeleg, it was staring me right in the face but I couldn't see it.

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avatar image dorpeleg · Feb 10, 2013 at 10:04 PM 0
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That happens sometimes :)

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