Re: Module: BMOD - Extended Physics Module
The only thing that I would suggest with this module is to make it an interface to all the possible functions of the Bullet physics.
Also it would be a good idea to add get natives. For example: bmod_get_friction and is_bmod_registered. And forwards if the bmod library can offer. Also request for the mods of the forums. Sticky PLEASEEE!!! |
Re: Module: BMOD - Extended Physics Module
Ok, added more natives, look at the include file for complete list.
In this video i'm using last bullet hit for traceline end point because i'm too lazy to get it from player angles. I set gravity (or apply force at hit point) of traced object by console bind. http://www.youtube.com/watch?v=fAJlHJehlI8 So if you want objects reacting to bullets or explosions, use bmod_traceline and bmod_object_apply_force_at (this takes relative position, so substract it from entity origin). |
Re: Module: BMOD - Extended Physics Module
What about joining objects? It would allow coders to make more complex objects by joining cylinders, cones, boxes, etc.
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Re: Module: BMOD - Extended Physics Module
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Things that I like to request: 1. Module autoloading 2. Some forwards, don't know if the bmod library has something like that. 3. Also I think that it would be a good idea to make the object properties set function just like engine this is good when this module will provide more and more functions that we can play with. bmod_set_float(ent, BM_gravity/BM_restitution, gravity). Quote:
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Re: Module: BMOD - Extended Physics Module
Quote:
Anyway i've done everything else: engine-like variables handling and one simple callback called when body contact is made. You can use it for sound effects, as i tried to in this video: http://www.youtube.com/watch?v=0tpyPSHG96s Quote:
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Re: Module: BMOD - Extended Physics Module
Module autoloading means when a plugin is using the module it will autoload even if it is not enabled from modules.ini ( i guess ) :D
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Re: Module: BMOD - Extended Physics Module
The "callback when body contact is made" is not working, can you give me an example script please?
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Re: Module: BMOD - Extended Physics Module
You have to call bmod_object_set_callback(entity,1) on objects you want to get callback from.
Code:
public whatever(){ Is this bad 'feature'? Should every object call this callback automaticly? |
Re: Module: BMOD - Extended Physics Module
Look at my code, it's not working. Nothing happens when 2 balls collide:
Code:
#include <amxmodx> Quote:
I've looked at the source code and i don't see bmod_forward_contact. Did you forget it? |
Re: Module: BMOD - Extended Physics Module
Can i add bmod physics for other in game ents? Not creating new ent.
(example. granades with bmod physics) |
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