Hey Chris,
I was usin PH_POLY, now i tried with PH_TERRAIN and it doesnt seem to be workin at all. Objects just fall thru terrains, and RemoteDebugger crashes(with PH_TERRAIN).

here is the code(using PH_TERRAIN), i setup entites this way. there is a large block, and 2 terrains in level, one of them is not scaled and one of them is scaled in wed:
Code:
function main()
{
	fps_max = 70;
	video_mode=8;
	wait(1);
	pX_setgravity(vector(0,0,-9.81));
	pX_SetWorldSize(0.05);
	
	level_load("level.wmb");
	pXent_settype(level_ent,3,3);
	
	you = ent_next(NULL); // retrieve first entity
 	while (you) // repeat until there are no more entities
	{ 
		if(ent_type(you)==2 || ent_type(you)==3 || ent_type(you)==5)
		{
			pXent_settype(you,3,PH_POLY);
		}
		if (ent_type(you)==4){
			pXent_settype(you,3,PH_TERRAIN);
		}
 		you = ent_next(you); // get next entity
		
	}
	
	while(1){
		DebugPicking();
		wait(1);
	}
}



same code with PH_POLY works but the bug above occurs(prev post, scaling issue).
____________________________________

also: is this possible:

i want to make character a bit more realistic and also want to use ragdolls. So i will use sperate boxes/capsules for diffrent limbs, and make them kinematic, and will constantly set them to bone positions and they will react to physical objects right?

if the answer of the question is yes, then can i turn kinematic objects to normal physical ones at runtime.(except for removing them and creating dynamic objects at their places.) like by using pxent_settype again? Then can i convert them back to kinematic again?

also i can constraint 2 kinematic objects right?

Last edited by Quadraxas; 09/15/09 22:52.

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