To be clear: The per-entity gravity mentioned below only applies to entities with movetypes that are simulated by the game (e.g. MOVETYPE_STEP, etc)
For anything MOVETYPE_VPHYSICS, you run the Havok code for gravity (in vphysics). The only in-between case is players - where you have to do both or change the player movement code to use only one of the systems (you can do whatever you want here in your mod). So, for MOVETYPE_VPHYSICS entities you can simply add a controller to them to get whatever gravity you'd like. There's a built in controller that gets put on everything by default. But you could write your own gravity controller and then do: pEntity->VPhysicsGetObject()->EnableGravity(false); To turn off the default one. To write the controller you should just use something like the constant force controller. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Yahn Bernier > Sent: Friday, December 17, 2004 8:58 AM > To: [EMAIL PROTECTED] > Cc: Brian Jacobson > Subject: RE: [hlcoders] Is Per-Entity Gravity Possible ? > > Correct, you'd have to convert gravity to a vector, which > should be doable. Brian was going to do this at one point > for kicks, not sure if he has any suggestions on what the > biggest issues will be. My gut is that the FL_ONGROUND > assumptions about the z axis in the movement code would take > a bit of time to unwind, but you do have all of that code in > the SDK at this point, so this should be very possible. > > Yahn > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Xas > Sent: Friday, December 17, 2004 1:09 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Is Per-Entity Gravity Possible ? > > For what I found, gravity is used as a float, not a > vector...=20 Even if we can found a vector gravity in low > level include, it seems = that it have not been generalized > (in sense that I can easily decide that my world has a > gravity like (-1, = 5, > 64)) > > > -----Message d'origine----- > De : [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] De la part de > Michael = Hobson > Envoy=E9 : vendredi 17 d=E9cembre 2004 09:51 =C0 : > [EMAIL PROTECTED] Objet : [hlcoders] Is > Per-Entity Gravity Possible ? > > Yahn or Alex: > > Do we have sufficient low-level access to Havok in order to > allow = per-entity gravity magnitude and direction vectors ? > > > {OLD}Sneaky_Bastard! > email: [EMAIL PROTECTED] > Michael A. Hobson > icq: #2186709 > yahoo: warrior_mike2001 > IRC: Gamesurge channel #wavelength > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders