Quote:

you shouldn't put ph_setgravity into an action, better in your main function etc...
then it would be good, if phent_settype and phent_setmass have the same hulltype.
I donno for what you are using it, but if you phent_Setdamping is 100 it don't move is not a force applied.

Make sure earthgravity is something as var earthgravity[3] = 0,0, -386;




Sorry this didn't work. This is the code that I want to use for the gravity.
Code:

var earthGravity[3] = 0,0,-386;

function main()
{
level_load(level_str);
ph_setgravity(earthGravity);
}

action gondel1 {
my.passable = on;
my.scale_x = 0.35;
my.scale_y = 0.35;
my.scale_z = 0.335;

phent_settype(my,PH_RIGID,PH_SPHERE);
phent_setmass(my,50,PH_SPHERE);
//phent_setdamping(my,0,0);
phent_setgroup(my,1);
ph_selectgroup(1);

while(my) {
vec_for_vertex(temp,molen,1374);
my.x = temp.x;
my.y = temp.y;
my.z = temp.z;
my.pan = molen.pan+45;

/*my.skill15 = max(my.skill15,-60);
my.skill15 = min(my.skill15,0);

if(key_w == 1)
{
my.skill15 -= 0.2*time_step;
}
if(key_s == 1)
{
my.skill15 += 0.35*time_step;
}

ent_animate(my,NULL,0,0);
ent_bonerotate(my,"gondel_rood_axis",vector(0,0,my.skill15));*/

wait(1);
}
}



Now I use a bone animation to simulate the gravity, but it is not a natural movement. So I want to do a natural movement of the entity.

In fact, I am making a wave swinger and this action is for one of the gondela's. So it needs to swing out by the G-forces.