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Making a "thrown" prop_physics rotate upon being "thrown"?


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404UserNotFound
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Join Date: Dec 2011
Old 02-23-2014 , 19:36   Making a "thrown" prop_physics rotate upon being "thrown"?
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So I'm still puttering away on a series of "Meet the <scrapped grenade name here>" plugins for Team Fortress 2, and I just realized something. Right now when you "throw" something (for example the Frag Grenade), it stays perfectly aligned in mid-air, then obviously bounces properly when it hits the ground.

What I want to do is make the prop_physics rotate when it's "thrown" in a manner similar to what you would see in a game such as Call of Duty.

How do?
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arthurdead
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Join Date: Jul 2013
Old 02-23-2014 , 19:46   Re: Making a "thrown" prop_physics rotate upon being "thrown"?
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Quote:
Originally Posted by abrandnewday View Post
So I'm still puttering away on a series of "Meet the <scrapped grenade name here>" plugins for Team Fortress 2, and I just realized something. Right now when you "throw" something (for example the Frag Grenade), it stays perfectly aligned in mid-air, then obviously bounces properly when it hits the ground.

What I want to do is make the prop_physics rotate when it's "thrown" in a manner similar to what you would see in a game such as Call of Duty.

How do?
create a timer and rotate it or set its velocity (i think its in smlib)

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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 02-25-2014 , 06:43   Re: Making a "thrown" prop_physics rotate upon being "thrown"?
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Good point, I never thought about checking/setting how fast something rotates...could it be the m_vecAngVelocity datamap? Just a guess.
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blodia
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Join Date: Sep 2009
Location: UK
Old 02-25-2014 , 15:03   Re: Making a "thrown" prop_physics rotate upon being "thrown"?
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a simple forum search will give you the answer
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