rojohound
thanks for your answer!
When i get you right, my function would look like that (apply impulse):
(Self.Physics.Mass * sqrt(-2*LayoutWidth*((Strenght_Mask.Width/Strenght.Width) * -100) / Self.Physics.Mass)) * 0.02
(i negate the force value ((Strenght_Mask.Width/Strenght.Width) * -100), because you had a negative force in your excample.)
Iam not sure for the variable f, because you set it to a fix value (-200). That value is the dynamic variable, my force has to be calculated from - i guess. So in my case its a value between 0 and 100 (ill get it from the strength_mask.width/strength.width calculation)
The global number dist = LayoutWidth (20000 in this case, but it should be dynamic, if i change it to 30000 or X)
The function to slow down (apply force):
((Strenght_Mask.Width/Strenght.Width) * -100)
But this doesnt work as supposed. (i guess i did something wrong)
To clarify:
when my force is = 100, the objects should slide to position LayoutWidth(20000)
when my force is = 50 , the objects should slide to position LayoutWidth(10000)
when my force is = 25 , the objects should slide to position LayoutWidth(5000)
so it should be relatvie to this value. Currently the objects slides to the same value, it doesnt matter which force i have.