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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

