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[ Picked text/plain from multipart/alternative ]
No it isn't asleep. And you can bump on it to make it going away but it is
moving without and gravity floooaaatttiinnnggg in the air and colliding on
walls and ground.

2007/12/12, Garry Newman <[EMAIL PROTECTED]>:

> 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]
> > --
> >
> > _______________________________________________
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> >
> >
>
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>


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