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Re: Player Physics [Re: hallsofvallhalla] #223229
08/22/08 18:54
08/22/08 18:54
Joined: Dec 2006
Posts: 17
H
hallsofvallhalla Offline OP
Newbie
hallsofvallhalla  Offline OP
Newbie
H

Joined: Dec 2006
Posts: 17
nevermind just figured it out. The second vector in c_move, makes sense now. Thanks for all the help.

Re: Player Physics [Re: hallsofvallhalla] #223231
08/22/08 19:25
08/22/08 19:25
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Quote:
Just wish the had a scripting command like phent_sethumanoid (myplayer); to tell the engine its a biped and to set the gravity properly.


Gravity has nothing to do with this. But you are right, you either use the physics engine and abide by the physics law (which is why I suggest changing the bounding box so you are not breaking the law but still get the behaiviour you want) or you don't use the physics engine and script it yourself (as most everyone does for player movement for the reasons you have found out!) smile.

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