Re: Module: BMOD - Extended Physics Module
But in that way players would have a delay in controls, wouldn't they?
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Re: Module: BMOD - Extended Physics Module
This code works:shock:, lol
For detecting of roll Code:
public bmod_forward_contact(pEnt1, pEnt2, Float:flDist) And is it possible to keep colliding, but allow game to move ent? Because you also can set for this ent MOVETYPE_FOLLOW and it will follow player and always stay with him(BMOD can't move this ent) |
Re: Module: BMOD - Extended Physics Module
Quote:
You can also do that at ServerFrame instead of PreThink. Not sure if it will help. Adding planes to studio models (in memory) will be better, but you can't do that client side... |
Re: Module: BMOD - Extended Physics Module
Hello1 again:)
I decided to use your bmod thoroughly, so i have an question: Does bmod block touch at all? Because ExecuteHam(Ham_Touch, pEnt, id) doesnt work... |
Re: Module: BMOD - Extended Physics Module
nope
What did you expect to happen after executing that touch? |
Re: Module: BMOD - Extended Physics Module
To touch player with weaponbox which is in bmod world)).
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Re: Module: BMOD - Extended Physics Module
1.Why bmod_object_set_vector(pEnt, BMOD_VEC_velocity, vVel) conflicts with entity_set_vector(pEnt, EV_VEC_velocity, vVel)? Because sometimes when i use only bmod_object_set_vector(pEnt, BMOD_VEC_velocity, vVel) bmod ent losts BMOD_box and becomes BMOD_sphere and has 2 origins, where only one has a model o.O.(weird post:mrgreen:)
2. Is it possible to make field for solid like SOLID_NOT and etc? |
Re: Module: BMOD - Extended Physics Module
1, dafuq? Are you sure it's bmod internal problem? Btw setting entity's velocity and stuff is pointless, bmod doesn't care and overwritets it with calculated value by bullet engine.
2, nope, not in current version. |
Re: Module: BMOD - Extended Physics Module
I found why ExecuteHam(Ham_Touch, pEnt, id) aren't executed because of this:
Code:
void CWeaponBox::Touch( CBaseEntity *pOther ) |
Re: Module: BMOD - Extended Physics Module
Hello.
What about new version? I still wait:wink: Some questions: 1. What is the bug, when a bmod entity in equilibrium state changes angle by 90 by itself?? You already saw that in your vids. 2. Any support for brush entities? 3. Will you add player collision? I think bullet physics already have implementation. Please, please make it, i hope for you! |
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