Hey Indiglow, Ph_cylinder is already there.
Just set it as phent_settype.
As for sticking PH_POLY objects, I'll look if I'm getting the same behavior, but I think not.
Code:
action barrel
{
my.shadow=on;
phent_settype( me, PH_RIGID, PH_sphere);
phent_setmass(my, 100, PH_CYLINDER);
phent_setdamping(me,60,60);
phent_setfriction(my, 50);
phent_setmaxspeed( my, 100, 100);
ph_setcontacts(vector(100000, 0,0), 0,0,0);
ph_setcorrections(40000,5);
ph_setautodisable(0.001, 0.08, 15, 0.3);
wait(1);
}
As you can see, I'm not using PH_CYLINDER for settype, but instead for the mass type. Somehow I'm getting better results with this. Normally though, you'd want both to be PH_CYLINDER.
I've found out that using a big model and a small mass, the physics engine will start to behave rather strange (on terrains using chunks, unsure if that matters), spinning fast and relocation the object, even falling through the terrain's ground. Increasing the mass fixed this for me.
Edit: If you ask me, PH_POLY is one big bug at the moment, I've tried setting it, it makes my barrel spin uncontrollable, it'll freeze suddenly and then spin slower. This all happens when switching on PH_POLY, also in combination with a terrain with Polygon active, but also with a terrain without Polygon active.
Cheers