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Module: BMOD - Extended Physics Module


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Backup
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Join Date: Jul 2010
Location: Česká Republika
Old 01-03-2013 , 02:09   Re: Module: BMOD - Extended Physics Module
Reply With Quote #111

But in that way players would have a delay in controls, wouldn't they?
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ILZM
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Join Date: Dec 2012
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Old 01-03-2013 , 03:30   Re: Module: BMOD - Extended Physics Module
Reply With Quote #112

This code works, lol
For detecting of roll
Code:
public bmod_forward_contact(pEnt1, pEnt2, Float:flDist)
{
	static Float:vVel[3], Float:vOldVel[3];
	
	if (bmod_object_check(pEnt1))
	{
		bmod_object_get_vector(pEnt1, BMOD_VEC_velocity, vVel);
		
		entity_get_vector(pEnt1, EV_VEC_movedir, vOldVel);
		
		if (vector_length(vVel)> 75 && get_distance_f(vVel, vOldVel)> 100.0)
		{				
			//SOUNDS...
		}
		
		entity_set_vector(pEnt1, EV_VEC_movedir, vVel);
	}
	else
	if (bmod_object_check(pEnt2))
	{
		bmod_object_get_vector(pEnt2, BMOD_VEC_velocity, vVel);
		
		entity_get_vector(pEnt2, EV_VEC_movedir, vOldVel);
		
		if (vector_length(vVel)> 75 && get_distance_f(vVel, vOldVel)> 100.0)
		{				
			//SOUNDS...
		}
		
		entity_set_vector(pEnt2, EV_VEC_movedir, vVel);
	}
}
Is it possible to make physic ents static? Due to them physic ents can collide with phys_breakable an etc.
And is it possible to keep colliding, but allow game to move ent? Because you also can set for this ent MOVETYPE_FOLLOW and it will follow player and always stay with him(BMOD can't move this ent)
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joropito
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Old 01-03-2013 , 08:51   Re: Module: BMOD - Extended Physics Module
Reply With Quote #113

Quote:
Originally Posted by Backup View Post
But in that way players would have a delay in controls, wouldn't they?
Like a prediction with lag but only perceptible WITH LAG.
You can also do that at ServerFrame instead of PreThink. Not sure if it will help.


Adding planes to studio models (in memory) will be better, but you can't do that client side...
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Last edited by joropito; 01-03-2013 at 08:52.
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ILZM
Junior Member
Join Date: Dec 2012
Location: Kazakhstan
Old 01-05-2013 , 09:27   Re: Module: BMOD - Extended Physics Module
Reply With Quote #114

Hello1 again
I decided to use your bmod thoroughly, so i have an question:
Does bmod block touch at all? Because ExecuteHam(Ham_Touch, pEnt, id) doesnt work...
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Backup
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Location: Česká Republika
Old 01-05-2013 , 10:33   Re: Module: BMOD - Extended Physics Module
Reply With Quote #115

nope
What did you expect to happen after executing that touch?
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ILZM
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Old 01-05-2013 , 11:15   Re: Module: BMOD - Extended Physics Module
Reply With Quote #116

To touch player with weaponbox which is in bmod world)).
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ILZM
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Join Date: Dec 2012
Location: Kazakhstan
Old 01-05-2013 , 13:07   Re: Module: BMOD - Extended Physics Module
Reply With Quote #117

1.Why bmod_object_set_vector(pEnt, BMOD_VEC_velocity, vVel) conflicts with entity_set_vector(pEnt, EV_VEC_velocity, vVel)? Because sometimes when i use only bmod_object_set_vector(pEnt, BMOD_VEC_velocity, vVel) bmod ent losts BMOD_box and becomes BMOD_sphere and has 2 origins, where only one has a model o.O.(weird post)
2. Is it possible to make field for solid like SOLID_NOT and etc?
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Backup
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Location: Česká Republika
Old 01-05-2013 , 13:43   Re: Module: BMOD - Extended Physics Module
Reply With Quote #118

1, dafuq? Are you sure it's bmod internal problem? Btw setting entity's velocity and stuff is pointless, bmod doesn't care and overwritets it with calculated value by bullet engine.
2, nope, not in current version.
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Last edited by Backup; 01-05-2013 at 13:46.
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ILZM
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Join Date: Dec 2012
Location: Kazakhstan
Old 01-07-2013 , 03:04   Re: Module: BMOD - Extended Physics Module
Reply With Quote #119

I found why ExecuteHam(Ham_Touch, pEnt, id) aren't executed because of this:
Code:
void CWeaponBox::Touch( CBaseEntity *pOther )
{
	if ( !(pev->flags & FL_ONGROUND ) )
	{
		return;
	}
	
	....
}
So, entity_set_int(pEnt, EV_INT_flags, entity_get_int(Ent, EV_INT_flags) | FL_ONGROUND) fixes it
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ILZM
Junior Member
Join Date: Dec 2012
Location: Kazakhstan
Old 05-16-2013 , 09:48   Re: Module: BMOD - Extended Physics Module
Reply With Quote #120

Hello.
What about new version? I still wait
Some questions:
1. What is the bug, when a bmod entity in equilibrium state changes angle by 90 by itself?? You already saw that in your vids.
2. Any support for brush entities?
3. Will you add player collision? I think bullet physics already have implementation.
Please, please make it, i hope for you!
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