Look at my code, it's not working. Nothing happens when 2 balls collide:
Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <bmod>
public plugin_init() {
register_plugin("bmod_test","0","asdf")
register_concmd("bmod_test","_bmod_test")
}
public _bmod_test(id){
new entity = create_entity("func_wall")
entity_set_model(entity,"models/fyzsph.mdl")
new Float:origin[3]
entity_get_vector(id,EV_VEC_origin,origin)
origin[2]+=128
entity_set_origin(entity,origin)
entity_set_float(entity,EV_FL_nextthink,86400.0)
entity_set_int(entity,EV_INT_movetype,8)
new Float:size[3] = {24.0,24.0,24.0}
bmod_object_add(entity,BMOD_sphere,1.0,size)
new Float:gravity[3] = {0.0,0.0,-2.0}
bmod_object_set_vector(entity, BMOD_VEC_gravity, gravity)
bmod_object_set_callback(entity,1)
}
public plugin_precache(){
precache_model("models/fyzsph.mdl")
}
public bmod_forward_contact(ent1,ent2,Float:distance){
client_print(0, print_chat, "ent1: %i; ent2: %i; distance: %f", ent1, ent2, distance)
}
Quote:
Originally Posted by Backup
Is this bad 'feature'? Should every object call this callback automaticly?
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Detecting collisions is a great feature but _set_callback may be an useless native.
I've looked at the source code and i don't see bmod_forward_contact. Did you forget it?
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