the physics engines used for URU have always been wonkey; originally, valve's commercial havok engine they used for their halflife serries of games was intended for uru which made its way into cc... but for game tap an engine by the name of physx was used, which is what we have today; i find one or the other appiles better to certain areas of the game as to others...
with the teledahn caves physx is a complete mess... even with the cones in the bevins i find my avvie doing crazy stuff like just walking right over it without kicking it... complete mess...
... as for the puzzle,
keep in mind the code for the pressure plates is programmable based on what switches on the wall beyond the gate you have flipped...
as for running through the gate from the nearest plate i'd find that difficult to pull off... the avvies take quite a bit of
accelleration, even from a running start, and that gate drops like a hammer the instant weight is removed...
unfortunatley, finiky is the word best used to describe it... kick stuff and hope it moves where you want it to or that it even moves at all; once something manages to land on a plate i find it registers fine... the problem is getting it on the plate; i've also noticed an audio glitch where after kicking something the sfx occolates repeatidly even from clear across the age but with no adverse effects on play...
however, i have noticed that with physx objects on the edge of the plate that should resonably regester don't...
... and one important word of advice; do your best to keep the rubble away from the walls, if something lands there it's as good as wasted. you'll never get your avvie positioned to kick it again, and if all the junk gets pushed to the walls you'll be forced to restart teledahn which means ereasing all the progress you've made up to that point...
Last edited by Main_Avvie on Wed Aug 11, 2010 8:48 pm; edited 1 time in total