It's telling you you've done something that doesn't make sense.  You
created a vphysics object for the entity and set its movetype to
MOVETYPE_VPHYSICS.  That means the entity position/orientation should
get updated directly from the physics simulation.  Then you set a parent
on the object which means it should rigidly follow the movement of the
parent.  Both of these behaviors write the same data.  The entity cannot
use both sets of position/orientation data so it throws away the data
from physics and warns you about that.  If you see the text it means
that the physics object has moved but the entity isn't reflecting that
because it's using the position/orientation from the hierarchy instead.
If you mean for the physics object to kinematically follow the movement
of the hierarchy then you should add a shadow controller to the object
(VPhysicsInitShadow() instead of VPhysicsInitNormal())  I believe the
code does that automatically if a level designer sets the parent of the
MOVETYPE_VPHYSICS entity if you are using the ep1 codebase.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> TheDisturbedOne
> Sent: Saturday, June 09, 2007 11:41 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Updating physics...
>
> "Updating physics on object in hierarchy" What's this warning about?
> Am I not supposed to set something's parent after the object
> is active?
>
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