Re: [hlcoders] physics shadow?

2008-10-02 Thread Tony Sergi
The physics shadows are basically a physics object that follows an entity that doesn't move with vphysics, ie: an npc, or the player, and provides collision with physics objects, and has callbacks to notify the entity it's following that it just collided with something else that is vphysics (or

RE: [hlcoders] physics shadow

2006-06-30 Thread Tony \omega\ Sergi
PROTECTED] Sent: June 30, 2006 1:56 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] physics shadow These limits apply to the impulses a player can exert through his contact points. The mass limit is the limit at which the player controller stops pushing through the contact

Re: [hlcoders] physics shadow

2006-06-29 Thread Adam \amckern\ Mckern
Shot an email to Wrayth, he had a very complex looking yet easy to programm player shadow in a few builds ago, untill we worked out that the 'gorden' model in sp has no animations. Adam --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Anyone know what these affect yet? I'm trying to do

Re: [hlcoders] physics shadow

2006-06-29 Thread John Sheu
On Thursday 29 June 2006 8:51 pm, Tony omega Sergi wrote: m_pPhysicsController-SetPushMassLimit( 350.0f ); m_pPhysicsController-SetPushSpeedLimit( 50.0f ); Limits the mass of objects which the player's shadow controller can push, and the maximum speed to push it away with, I would

RE: [hlcoders] physics shadow

2006-06-29 Thread Jay Stelly
push. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Thursday, June 29, 2006 9:26 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] physics shadow On Thursday 29 June 2006 8:51 pm, Tony omega Sergi wrote