-- [ Picked text/plain from multipart/alternative ] Paul, Thank you very much. It is working very well. Now I have gravity.
But I now encoutered another weird problem (it was also accuring before I tried your code). Here is the problem: it is like the flag is not at the position I am when attaching it to the gravgun. I see the flag coming from a long distance and attaching to gravgun. I noticed it is coming from the position where I executed FollowEntity(player) for the first time. It is really strange. I can probably manage this problem by setting EF_NODRAW and removing this flag when it is really near gravgun but it is really strange. I will try to understand why it happens. Btw, Paul, thank you again for your help. I really appreciate. 2007/12/12, Paul Peloski <[EMAIL PROTECTED]>: > > -- > [ Picked text/plain from multipart/alternative ] > 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] > > -- > > > > _______________________________________________ > > 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 > > -- ------------------- [EMAIL PROTECTED] -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

