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Solved [L4D] How correctly ClearParent to enable physics?


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Dragokas
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Join Date: Nov 2017
Location: Ukraine
Old 02-21-2020 , 12:08   [L4D] How correctly ClearParent to enable physics?
Reply With Quote #1

Hi,

when I "ClearParent" of weapon, it doesn't fall on the ground until I shove it.



PHP Code:
Action CmdTest2(int clientint args)
{
    
AcceptEntityInput(g_iWeapon"ClearParent");
    
    
SetEntProp(g_iWeaponProp_Send"m_CollisionGroup"COLLISION_GROUP_WEAPON);
    
SetEntProp(g_iWeaponProp_Send"m_iParentAttachment"0);
    
SetEntityMoveType(g_iWeaponMOVETYPE_VPHYSICS); 
    
    
TeleportEntity(g_iWeaponNULL_VECTORNULL_VECTORNULL_VECTOR);
    
ChangeEdictState(g_iWeapon0);

How to solve it?

Thanks.
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Last edited by Dragokas; 02-21-2020 at 15:57.
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Lux
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Old 02-21-2020 , 15:31   Re: [L4D] How correctly ClearParent to enable physics?
Reply With Quote #2

https://github.com/LuxLuma/L4D2_Defi...s.sp#L336-L357

This stock should wakeup sleeping entites
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Silvers
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Join Date: Aug 2010
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Old 02-21-2020 , 15:33   Re: [L4D] How correctly ClearParent to enable physics?
Reply With Quote #3

What I've done with weapons in another plugin is:

PHP Code:
SetEntityMoveType(entityMOVETYPE_FLYGRAVITY);
AcceptEntityInput(entity"ClearParent"); 
Also: "TeleportEntity(g_iWeapon, NULL_VECTOR, NULL_VECTOR, NULL_VECTOR);"
has no no affect because you're not changing anything. Instead try setting velocity vector to "view_as<float>({ 0.0, 0.0, 1.0 });" if the above doesn't work.
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Dragokas
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Location: Ukraine
Old 02-21-2020 , 15:56   Re: [L4D] How correctly ClearParent to enable physics?
Reply With Quote #4

wow, thanks for fast replies.

MOVETYPE_FLYGRAVITY is not helped.

view_as<float>({ 0.0, 0.0, 1.0 } is work.

Lux hurt method is also work.

Thanks a lot !!! Solution was so close )
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Dragokas
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Join Date: Nov 2017
Location: Ukraine
Old 02-22-2020 , 08:14   Re: [L4D] How correctly ClearParent to enable physics?
Reply With Quote #5

Accidentally found.

I'll just leave links here for myself.

https://forums.alliedmods.net/showpo...&postcount=207
https://forums.alliedmods.net/showpo...&postcount=226

Thanks a much for explanation, Lux.
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