Quote:



phent_enable(me,0);
temp.x = cos(my.pan) * force;
temp.y = sin(my.pan) * force;
temp.z = 0;
phent_enable(me,1);
phent_addcentralforce(you,temp);
Now, it seems to work SOMETIMES. But other times it simply won't unless written like this:


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The above code retains the object's velocity past the phent_enable() calls. A disabled entity is excluded from having its position or velocity change over time. It is not unregistered or reset by that call.




First off, YES!!!! Finally recognition that I"m NOT nuts!!!

Secondly, just to make sure, this is expected behaiviour and not a bug?

If its not a bug, then what I takeaway from this is:

1)phent_enable is a PE pause button; it's still "engaged" to the PE (as per your "doesn't change velocity..." statement) while I can use phent_settype calls to actually disengage the engine and thus reset my entity.

2)Even within phent_enable, I can use the velocity govenor (phent_setmaxspeed()) as a way to trick my PE into setting my velocity to 0. This is sneaky...hadn't thought of it..


Finally, this could mean something, Ipro i'm doing the EXACT SAME THING....I'm disengagin my PE so I can move my ball around and then reengaging only when the player Throws the ball!!!!