-- [ Picked text/plain from multipart/alternative ] I don't believe the player uses VPHYSICS for his movement. If you want to push the player, you just need to modify his velocity by invoking the function SetVelocity() on the server.dll
BUT keep in mind that since you want player movement to be predicted (and in this case, it can be easily predicted since the client is pressing a vgui button), you'll have to adjust the player's velocity on both client and server concorrently. The best way to do this is to edit "sdk_gamemovement.cpp" Look for a function called ::CheckForJumpButton as there is code in there that pushes the player upwards. ----- Original Message ----- From: "Christopher Bireley" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Sunday, December 09, 2007 12:46 PM Subject: [hlcoders] Applying Physics to a Player > -- > [ Picked text/plain from multipart/alternative ] > Can anyone point me in the correct direction on how to apply physics to a > player? > > Pretty much what I am trying to do is have a button from a VGUI that pops > up that would launch the player back and up into the air. > > I have the VGUI working just fine, I just need to call something when the > button is pressed that will send the player up, up, and away... Mostly > like how the grav gun can punt things around the world. > > The problem I am seeming to have, is that the pointer to an IPhysicsObject > is never initialized for a player, so I can't use that point to manipulate > physics events on the player. > > Any thoughts? > -- > > _______________________________________________ > 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

