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IPhysicsObject *phys= VPhysicsGetObject();

phys->EnableMotion( true );
phys->EnableGravity( true );
phys->EnableCollisions( true );
phys->Wake();

One of those should do it, taken from some old hl2ctf code that moved the
flag from a bonmerge follow to your gravity gun.

Regards,

Paul

On Dec 12, 2007 1:07 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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