• PhysicsInitSphere() not working?
    2 replies, posted
Has PhysicsInitSphere() ever worked? The default sent_ball even uses it and if you check you can clearly tell its a cube. Anyways I'm working on orbital-all-around-sphere gravity stuff and need to make the planet completely round since that isn't possible to do using either models or brush-spheres but PhysicsInitSphere() doesn't seem to work at all. [code] r = 128 function ENT:RebuildPhysics( value ) self:PhysicsInitSphere( r, "dirt" ) self:SetCollisionBounds( Vector( -r, -r, -r ), Vector( r, r, r ) ) self:PhysWake() end [/code] This code makes the physics of the entity a 128x128x128 cube.
Seems like the player's movement code doesn't take the sphere's collision mesh into account: [thumb]https://i.imgur.com/mBv6BF8.jpg[/thumb]
What about if you use a spheric model and then you rescale it
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