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? > > _______________________________________________ > 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