Is it asleep? Does it resume moving if you bump into it or throw another item at it?
garry On Dec 12, 2007 6:07 PM, Janek <[EMAIL PROTECTED]> wrote: > -- > [ 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

