I'm pretty sure mass and density calculates buoyancy :) Thanks, - Saul.
2009/9/26 Ryan Horton <[email protected]> > I'm trying to make certain props float when they otherwise wouldn't / > shouldn't (for example, large metal objects) > Now, I've gotten this to work to an extent, using > IPhysicsObject::SetBuoyancyRatio() > > However, it seems that the way this works depends upon the material used > maybe? > > So, for example, if I do BigMetalThing->SetBuoyancyRatio( 0.085 ) in one > type of water (the murky, poisonous canal water), it floats well, but in a > different type of water (clear, plain water), it floats poorly. > > So I'm wanting to make it so I don't have to save custom buoyancies on a > per > material basis (assuming the material is what's causing this behavior), how > do I go about modifying the 'buoyancy factor' so that all water entities > are > created equal? > > Thanks! > > Ryan > _______________________________________________ > 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

