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ot_207
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Join Date: Jan 2008
Location: Romania The Love Country
Old 02-18-2012 , 02:27   Re: Module: BMOD - Extended Physics Module
Reply With Quote #24

Quote:
Originally Posted by Backup View Post
Ok, added more natives, look at the include file for complete list.
In this video i'm using last bullet hit for traceline end point because i'm too lazy to get it from player angles. I set gravity (or apply force at hit point) of traced object by console bind.
http://www.youtube.com/watch?v=fAJlHJehlI8

So if you want objects reacting to bullets or explosions, use bmod_traceline and bmod_object_apply_force_at (this takes relative position, so substract it from entity origin).
Beautiful. I will make a physics plugin soon .

Things that I like to request:
1. Module autoloading
2. Some forwards, don't know if the bmod library has something like that.
3. Also I think that it would be a good idea to make the object properties set function just like engine this is good when this module will provide more and more functions that we can play with. bmod_set_float(ent, BM_gravity/BM_restitution, gravity).

Quote:
Originally Posted by mabaclu View Post
What about joining objects? It would allow coders to make more complex objects by joining cylinders, cones, boxes, etc.
Another alternative to your suggestion would be to make the bullet engine support custom models. Like the player models for instance, though I don't know if this bullet physics will be able to support this.
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