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Search: Posts Made By: ILZM
Forum: Module Coding 05-18-2013, 01:50
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

It is more better to have lagging bounding box for player, than nothing. Grenades goes through player.
How to add brush entities in bullet world and make them static?
Forum: Module Coding 05-16-2013, 09:48
Replies: 143
Views: 177,285
Posted By ILZM
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....
Forum: Module Coding 01-07-2013, 03:04
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

I found why ExecuteHam(Ham_Touch, pEnt, id) aren't executed because of this:
void CWeaponBox::Touch( CBaseEntity *pOther )
{
if ( !(pev->flags & FL_ONGROUND ) )
{
return;
}

....
}
Forum: Module Coding 01-05-2013, 13:07
Replies: 143
Views: 177,285
Posted By ILZM
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,...
Forum: Module Coding 01-05-2013, 11:15
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

To touch player with weaponbox which is in bmod world)).
Forum: Module Coding 01-05-2013, 09:27
Replies: 143
Views: 177,285
Posted By ILZM
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...
Forum: Module Coding 01-03-2013, 03:30
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

This code works:shock:, lol
For detecting of roll
public bmod_forward_contact(pEnt1, pEnt2, Float:flDist)
{
static Float:vVel[3], Float:vOldVel[3];

if (bmod_object_check(pEnt1))
{...
Forum: Module Coding 01-01-2013, 13:03
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

Maybe some day, but probably no. I do not plan releasing newer versions.
(because i got really pissed by constraints)
Damn:mrgreen:.
I saw bmod ent interaction with player in one of your vids, so...
Forum: Module Coding 01-01-2013, 12:18
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

I have some questions, can you answer me:stupid:
1. How to detect rolling?
2. What the priority of pEnt1 and pEnt2 in bmod_forward_contact(pEnt1, pEnt2, Float:flDist)(I mean if one ent is wall...
Forum: Module Coding 12-30-2012, 13:16
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

How did you damage entities? Traceline and TakeDamage don't affect to them.
Forum: Module Coding 12-30-2012, 07:32
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

Found optimal bmod_stepcfg(24, 1.0/1000) o.O, because the highnest speed i think about 1000 u/s.:fox:
Forum: Module Coding 12-29-2012, 08:00
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

Thanks for the update.
When an entity moves with high velocity it pass off through walls even with bmod_stepcfg(1, 1.0/60.0) or bmod_stepcfg(6, 1.0/60.0). And when max step is 0, it penetrates only...
Forum: Module Coding 12-29-2012, 01:34
Replies: 143
Views: 177,285
Posted By ILZM
Re: Module: BMOD - Extended Physics Module

Hello!:)
Your module is very cool, so I tried to simulate cylinder with mass= {1.4, 2.4, 2.4}, but how you said, the size is small and collide is crazy. I want to recompile module and I found...
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