It will only have friction controllers if it's in contact with another
object.  If it's flying/falling then drag+gravity only is normal.


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Knifa
> Sent: Sunday, March 13, 2005 8:10 AM
> To: [email protected]
> Subject: Re: [hlcoders] Bouncing/NoClipping Physics Objects?
>
> Sorry for the 3 posts but I think I've found what it is.
>
> It seems to be removing the friction controllers.
> On a working entity, it has 5 controllers:
> 4) sys:friction
> 3) sys:friction
> 2) sys:friction
> 1) vphysics:drag
> 0) sys:gravity
>
> On a messed up one, it has 2:
> 1) vphysics:drag
> 0) sys:gravity
>
> So does anyone know why/where it would be removing this?
>
> > Oh, I forgot to mention, the objects* DO* freeze, but this doesn't
> > help the bounciness.
> >
> >> Okay, I managed to get the bug again (happend when I fired
> an RPG at
> >> someone)
> >>
> >> I did physics_debug_entity on it and got:
> >>
> >> Entity prop_physics (prop_physics)
> >> Object: models/sf/bmetallbb_04.mdl
> >> Mass: 50.0 (inv 0.020)
> >> Inertia: 6.64, 6.64, 6.64 (inv 0.151, 0.151, 0.151)
> >> Velocity: -14.49, 457.69, -215.84
> >> Ang Velocity: 161.75, 136.38, -95.85
> >> Damping 0.00 linear, 0.00 angular
> >> Linear Drag: 0.02, 0.02, 0.02 (factor 1.00) Angular Drag:
> 0.02, 0.02,
> >> 0.02 (factor 1.00) attached to 2 controllers
> >> 1) vphysics:drag
> >> 0) sys:gravity
> >> State: Awake, Collision Enabled, Motion Enabled, Flags 1127 (game
> >> 0100, index 0)
> >> CollisionModel: Compact Surface: 9 convex pieces with outer hull
> >>
> >> It sounds like it should be fine.
> >>
> >>> Anyone looked at it or found a fix yet?
> >>>
> >>>>> I looked at the should freeze object code and it's
> >>>>> bool    ShouldFreezeObject( IPhysicsObject *pObject ) { return
> >>>>> true; }
> >>>>>
> >>>>> Return true all the time? Is it supposed to be like this?
> >>>>>
> >>>>>
> >>>>
> >>>> Yes.  I described the exact behvaior in my previous mail.  But
> >>>> basically this function gets called after you hit the limit of
> >>>> collisions per timestep for a particular object.  For
> HL2 once we
> >>>> hit that limit we want to freeze the object (note that
> this freezes
> >>>> the object only for the remainder of the timestep, not
> permanently)
> >>>> to avoid using too much CPU for physics.
> >>>>
> >>>> The hook is there so you can make a different tradeoff
> in your mod
> >>>> if you'd like.  You can always increase the limit by
> setting it in
> >>>> the performance settings, or you could do other things in the
> >>>> callback (e.g.
> >>>> add a timer for physics and let it do more as long as
> you haven't
> >>>> exceeded your real-time budget).
> >>>>
> >>>> Jay
> >>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list
> >>>> archives, please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>
> >>> --
> >>> Knifa
> >>> SourceForts
> >>> http://knd.org.uk/sourceforts/
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>
> >
>
> --
> Knifa
> SourceForts
> http://knd.org.uk/sourceforts/
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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