Impulse-Based Throwing
So far we have focused on Impulse-Based throwing; AngularVelocity-Based rotation with Collision-Based termination.
With our Impulse/Collision system, we used a gravity-dependent method of throwing so our throws had nice even rise/fall arcs that responded to gravity based upon their mass. (The rotation, however, was not mass-based, and by choice, as I felt it was easier to control and looked better. I may add the mass-based rotation later if their proves to be demand for it.)
This means the rotation did not slow over time.
What we have been using: Impulse-Based Throwing
Motion: SetApplyImpulse,on
Motion: ApplyImpulse,<x,y,z>
Rotation: SetAngularVelocity,on
Rotation: AngularVelocity,<x,y,z>
Termination: CollisionPostActions1,on
/* Posts Collision
AttachOnCollide,off,5
ControlOnCollide,off,SoccerBall4,detach
ControlOnCollideDelay
DieOnCollide,off,1.5
MakePhysAfterPost,0
MaterialsOnCollide,off,0.2,10,10,0.1
SetMatchPosOnCollide,off
SetMatchRotOnCollide,off
SetStopSpinOnCollide,on
SetNonPhysOnCollide,on