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[ Picked text/plain from multipart/alternative ]
#include "player_pickup.h"

flag->Teleport( desired_origin, desired_angles, NULL );

Pickup_OnAttemptPhysGunPickup( flag, player, PICKED_UP_BY_CANNON );
physcannon->AttachObject( flag, desired_origin );

Try that.. I think it fixed the issue but I can't remember.

Regards,

Paul

On Dec 12, 2007 4:27 PM, Janek <[EMAIL PROTECTED]> wrote:

> --
> [ 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 ?
> > >
> > > --
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> > > [EMAIL PROTECTED]
> > > --
> > >
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> > >
> > >
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>
>
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