AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Module Coding (https://forums.alliedmods.net/forumdisplay.php?f=9)
-   -   Module: BMOD - Extended Physics Module (https://forums.alliedmods.net/showthread.php?t=178066)

Backup 02-19-2012 05:04

Re: Module: BMOD - Extended Physics Module
 
@mabaclu: Works for me.
[IMG]http://img403.**************/img403/7026/bmodmabaclu.png[/IMG]
Have you re-downloaded binaries and include file? I always re-upload them when i release a new version.

Quote:

Originally Posted by GordonFreeman (RU) (Post 1653112)
Can i add bmod physics for other in game ents? Not creating new ent.
(example. granades with bmod physics)

Sure, you just have to hook the right events to get entity id of that granade, and you're good to go.

bogdyuttzu 02-19-2012 09:08

Re: Module: BMOD - Extended Physics Module
 
Can you show an example with bmod_traceline

Backup 02-19-2012 09:42

Re: Module: BMOD - Extended Physics Module
 
Quote:

Originally Posted by bogdyuttzu (Post 1653263)
Can you show an example with bmod_traceline

This is that piece of code which was used as the second example in my video.
Code:

public _bmod_test2(id){
    new Float:start[3]
    entity_get_vector(id,EV_VEC_origin,start)
    new lhit[3]
    get_user_origin(id,lhit,4)
    new Float:end[3]
    end[0]=float(lhit[0])
    end[1]=float(lhit[1])
    end[2]=float(lhit[2])
    new Float:point[3]
    new Float:normal[3]
    new entity = bmod_traceline(start,end,point,normal)
    if(entity){
        new Float:origin[3]
        entity_get_vector(entity,EV_VEC_origin,origin)
        point[0]-=origin[0]
        point[1]-=origin[1]
        point[2]-=origin[2]
        new Float:v_angle[3]
        entity_get_vector(id,EV_VEC_v_angle,v_angle)
        new Float:v_angle2[3]
        angle_vector(v_angle,1,v_angle2)
        new force=5000
        v_angle2[0]*=force
        v_angle2[1]*=force
        v_angle2[2]*=force
        bmod_object_apply_force_at(entity,v_angle2,point)
    }
}


bogdyuttzu 02-19-2012 09:47

Re: Module: BMOD - Extended Physics Module
 
Thanks :D

mabaclu 02-19-2012 12:25

Re: Module: BMOD - Extended Physics Module
 
My binaries and include file are updated but nothing appears in the chat when two balls collide. Here's my test server: 188.93.232.121:37841

Backup 02-19-2012 14:45

Re: Module: BMOD - Extended Physics Module
 
@mabaclu: Please re-download the linux binary once again (from git or from first post). I've made a stupid mistake, i've compiled it with old moduleconfig.h instead of the freshly updated one. I work mainly on windows, so i don't check if there are any bugs in linux release, i just check if it compiles fine and if it loads fine.

Destro- 02-19-2012 15:48

Re: Module: BMOD - Extended Physics Module
 
very good :D

mabaclu 02-20-2012 09:07

Re: Module: BMOD - Extended Physics Module
 
It's working now.
Is it possible to make players act like boxes?

GHW_Chronic 02-22-2012 18:30

Re: Module: BMOD - Extended Physics Module
 
Nice

bibu 02-23-2012 00:58

Re: Module: BMOD - Extended Physics Module
 
GHW is back!


All times are GMT -4. The time now is 07:06.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.