Why aren't physics engines suited for players? Can they only handle a one-frame model?
I'm asking this because I scripted a player moving as usual, then being pushed by a normal ent_move - ball, then changing into a ph-entity himself bouncing around, then changing back into a normal entity ready to be pushed again, in a nutshell: a player constantly changing between the states of a usual and a physics entity.
The point is: the engine breaks down after some time of changing back and forth. If I define the player as watched=my, it breaks with the first hit even. No warning message given.
Are there tricks of how to combine moving models and the ph-engine though?