The object was on the floor (well, sticking in) at the time.
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
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-- Knifa SourceForts http://knd.org.uk/sourceforts/
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-- Knifa SourceForts http://knd.org.uk/sourceforts/
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-- Knifa SourceForts http://knd.org.uk/sourceforts/
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