Quote:
Originally Posted by georgik57
Try other movetypes.
As far as I know, BSP model is brush(map) model. Your model is studio.
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I've tried every movetype with gravity ( bounce, toss, etc ). I'll try them again but I guess it will give the same result
@wickedd: ? it should have fallen by gravity.
EDIT: No results, I tested with MOVETYPE_BOUNCE, MOVETYPE_TOSS, MOVETYPE_BOUNCEMISSILE, MOVETYPE_FLY, MOVETYPE_FLYMISSILE. I'm pretty sure server would crash with MOVETYPE_PUSH, and MOVETYPE_STEP makes the model disappear.
I've been using MOVETYPE_PUSHSTEP because its the one that gives me the best results :/
This is the code I actually have. If you see something wrong please tell me. Players collide with the "red box" in the last picture I uploaded, but for some reasons the size is a bit bigger when it collides with the world.
PHP Code:
CreateProp( const iProp, Float:flOrigin[ 3 ] = { 0.0, 0.0, 0.0 }, const Float:flAngles[ 3 ] = { 0.0, 0.0, 0.0 } )
{
if( g_iTotalProps <= iProp ) return 0;
static iEnt, Float:flMaxs[ 3 ], Float:flMins[ 3 ];
do
{
iEnt = create_entity( "info_target" );
}
while ( !is_valid_ent( iEnt ) );
entity_set_origin( iEnt, flOrigin );
entity_set_string( iEnt, EV_SZ_classname, g_szPropClassname );
entity_set_int( iEnt, EV_INT_solid, SOLID_BBOX );
entity_set_int( iEnt, EV_INT_movetype, MOVETYPE_PUSHSTEP );
entity_set_model( iEnt, g_eProps[ iProp ][ Prop_Model ] );
flMins[ 0 ] = g_eProps[ iProp ][ Prop_Size ][ 0 ],
flMins[ 1 ] = g_eProps[ iProp ][ Prop_Size ][ 1 ];
flMins[ 2 ] = g_eProps[ iProp ][ Prop_Size ][ 2 ];
flMaxs[ 0 ] = g_eProps[ iProp ][ Prop_Size ][ 3 ];
flMaxs[ 1 ] = g_eProps[ iProp ][ Prop_Size ][ 4 ];
flMaxs[ 2 ] = g_eProps[ iProp ][ Prop_Size ][ 5 ];
entity_set_size( iEnt, flMins, flMaxs );
entity_set_vector( iEnt, EV_VEC_angles, flAngles );
drop_to_floor( iEnt );
return iEnt;
}