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
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
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
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
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
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