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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 02-19-2012 , 05:04   Re: Module: BMOD - Extended Physics Module
Reply With Quote #31

@mabaclu: Works for me.
[IMG]http://img403.**************/img403/7026/bmodmabaclu.png[/IMG]
Have you re-downloaded binaries and include file? I always re-upload them when i release a new version.

Quote:
Originally Posted by GordonFreeman (RU) View Post
Can i add bmod physics for other in game ents? Not creating new ent.
(example. granades with bmod physics)
Sure, you just have to hook the right events to get entity id of that granade, and you're good to go.
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bogdyuttzu
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Old 02-19-2012 , 09:08   Re: Module: BMOD - Extended Physics Module
Reply With Quote #32

Can you show an example with bmod_traceline
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Backup
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Old 02-19-2012 , 09:42   Re: Module: BMOD - Extended Physics Module
Reply With Quote #33

Quote:
Originally Posted by bogdyuttzu View Post
Can you show an example with bmod_traceline
This is that piece of code which was used as the second example in my video.
Code:
public _bmod_test2(id){
    new Float:start[3]
    entity_get_vector(id,EV_VEC_origin,start)
    new lhit[3]
    get_user_origin(id,lhit,4)
    new Float:end[3]
    end[0]=float(lhit[0])
    end[1]=float(lhit[1])
    end[2]=float(lhit[2])
    new Float:point[3]
    new Float:normal[3]
    new entity = bmod_traceline(start,end,point,normal)
    if(entity){
        new Float:origin[3]
        entity_get_vector(entity,EV_VEC_origin,origin)
        point[0]-=origin[0]
        point[1]-=origin[1]
        point[2]-=origin[2]
        new Float:v_angle[3]
        entity_get_vector(id,EV_VEC_v_angle,v_angle)
        new Float:v_angle2[3]
        angle_vector(v_angle,1,v_angle2)
        new force=5000
        v_angle2[0]*=force
        v_angle2[1]*=force
        v_angle2[2]*=force
        bmod_object_apply_force_at(entity,v_angle2,point)
    }
}
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bogdyuttzu
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Old 02-19-2012 , 09:47   Re: Module: BMOD - Extended Physics Module
Reply With Quote #34

Thanks
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mabaclu
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Old 02-19-2012 , 12:25   Re: Module: BMOD - Extended Physics Module
Reply With Quote #35

My binaries and include file are updated but nothing appears in the chat when two balls collide. Here's my test server: 188.93.232.121:37841
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Last edited by mabaclu; 02-19-2012 at 12:26.
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Backup
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Old 02-19-2012 , 14:45   Re: Module: BMOD - Extended Physics Module
Reply With Quote #36

@mabaclu: Please re-download the linux binary once again (from git or from first post). I've made a stupid mistake, i've compiled it with old moduleconfig.h instead of the freshly updated one. I work mainly on windows, so i don't check if there are any bugs in linux release, i just check if it compiles fine and if it loads fine.
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Destro-
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Old 02-19-2012 , 15:48   Re: Module: BMOD - Extended Physics Module
Reply With Quote #37

very good
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mabaclu
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Old 02-20-2012 , 09:07   Re: Module: BMOD - Extended Physics Module
Reply With Quote #38

It's working now.
Is it possible to make players act like boxes?
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GHW_Chronic
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Old 02-22-2012 , 18:30   Re: Module: BMOD - Extended Physics Module
Reply With Quote #39

Nice
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bibu
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Old 02-23-2012 , 00:58   Re: Module: BMOD - Extended Physics Module
Reply With Quote #40

GHW is back!
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