normal Posted June 5, 2002 Share Posted June 5, 2002 I've spawned a new entity (not an NPC!) into my level, but it refuses to be affected by gravity, i'm not sure how to make it be affected by gravity either, but so far i've seen others use: ent->physicsObject = qtrue; But even that dosn't work.. Any ideas, guys? Link to comment Share on other sites More sharing options...
normal Posted June 5, 2002 Author Share Posted June 5, 2002 Also, clipping based on the model used. I have made it so it clips a box size around it, but that's not what I want, I would like to clip to the actual model. Any ideas, guys? Link to comment Share on other sites More sharing options...
Subject452 Posted June 5, 2002 Share Posted June 5, 2002 I think applying the physicsObject bool only makes it so that it can be moved by movers not by gravity itself or players, the actual variable u want (i think) is g_gravity or give it TR_GRAVITY as trajection. That's all i can think of for now..... Link to comment Share on other sites More sharing options...
normal Posted June 5, 2002 Author Share Posted June 5, 2002 Originally posted by Subject452 I think applying the physicsObject bool only makes it so that it can be moved by movers not by gravity itself or players, the actual variable u want (i think) is g_gravity or give it TR_GRAVITY as trajection. That's all i can think of for now..... I'll look into it.. thanks. Basically, this is for the "ball", in my modification named "Forceball". Link to comment Share on other sites More sharing options...
DarthFreak Posted June 5, 2002 Share Posted June 5, 2002 *hiss* No, sorry Admiral normal.. *hiss* Link to comment Share on other sites More sharing options...
DarthFreak Posted June 5, 2002 Share Posted June 5, 2002 *hiss* Whoops, mistake, I was viewing only the first 2 posts *hiss* Link to comment Share on other sites More sharing options...
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