--
[ Picked text/plain from multipart/alternative ]
Hi,
I am encountering a weird problem using "FollowEntity".
My mod is HL2MP based and is using gravgun.
When a player is holding an item (CPhysicsPropRepsawnable) with gravgun, he
can use "reload" key to make it following the holder. To do that I use:
ForceDrop();
item->FollowEntity( player );
It is working well.
When a player has a following entity and active weapon is gravgun, he is
able to press "reload" key again to make following entity held by gravgun.
To do that I proceed as follow :
item->FollowEntity( NULL ); // or StopFollowingEntity which results the
same
item->SetMoveType( MOVETYPE_VPHYSICS ); // cos previous method set move
type to movetype_none
Vector forward;
((CBasePlayer *)GetOwner())->EyeVectors( &forward );
Vector pos = GetOwner()->Weapon_ShootPosition() + forward * 50;
AttachObject( item, pos );
item->SetMoveType( MOVETYPE_VPHYSICS );
It is working well BUT when I use secondaryattack of gravgun to drop my
item, it doesn't drop. It is exactly like there is no mass, or gravity
effect. I tried "item->SetGravity(1.0f);
item->SetMoveType(MOVETYPE_FLYGRAVITY);"
but it hasn't got what I want.
I just want item falling to floor as usual.
Any idea on this problem ?
--
-------------------
[EMAIL PROTECTED]
--
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders