--
[ 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

Reply via email to