You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Setting a custom PhysicsInit and CollisionBounds on and entity will cause the entity, once touched with the physgun, to fall through the world, as it touches the world it voilently "spazzes out" as it slowly falls through the world geometry
LUA to replicate:
function ENT:Initialize()
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
local min = self:OBBMins()
local max = self:OBBMaxs()
self:PhysicsInitBox(min,max)
self:SetCollisionBounds(min,max)
end
The text was updated successfully, but these errors were encountered:
I can confirm that it falls through the world, because the game's collision solver ShouldCollide returns false. It also falls slowly due to the drag controller, and the object having a drag coefficient of 1.
No, this does not happen on valves physics, all though valves physics in this respect are not completely correct, I do not know if it is related to my code but if you rotate the prop after setting the collision bounds like I have described in the previous post, the custom physics box does not rotate with the prop, it follows the props positioning but not its rotational changes.
Setting a custom PhysicsInit and CollisionBounds on and entity will cause the entity, once touched with the physgun, to fall through the world, as it touches the world it voilently "spazzes out" as it slowly falls through the world geometry
LUA to replicate:
function ENT:Initialize()
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
local min = self:OBBMins()
local max = self:OBBMaxs()
self:PhysicsInitBox(min,max)
self:SetCollisionBounds(min,max)
end
The text was updated successfully, but these errors were encountered: