MOVECOLLIDE_FLY projectiles freak out when their velocity is above 4000

Titles pretty much sums it up, I’m using projectiles derived from base_anim, with MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM, COLLISION_GROUP_PROJECTILE, and SOLID_BBOX, and whenever their velocity exceeds about 4000, they start flying in totally random directions.

Here it works correctly, with a velocity of 2000:

http://uppix.net/b/5/9/169b4c847d607da3d30eb1f2d7fdb.jpg[/media]

And here it is, with a velocity of 10000:
[media]http://uppix.net/a/f/4/5703e722a94ad4adb61f7d28825bf.jpg

Any idea why this happens? I tried both SetVelocity and SetLocalVelocity, and they all do the same. It’s pretty embarassing because I’m currently coding the Huntsman, and the arrows still seem to be slow with a velocity of 4000.

You could use shadow controls or something else as an alternative.

Have you tried PhysObj.SetDamping?

Yeah.
Set the rotation damping very high and it won’t be able to rotate to any random directions anymore.

The velocity gets clamped. 4000 is the maximum velocity which can’t be exceeded without hacks. That’s my theory.

I believe he’s right. To get any faster you need the physics module.

I’ll give you a hint, but you won’t know how to use it unless you have this. With a little bit of this and a pinch of this, everything should work perfectly. :eng101:

[editline]10:08PM[/editline]

Anything to help the TF2 gamemode :3

I think you didn’t get my point. :v: I’m not using a physics object, hence the MOVETYPE_FLY (oh just noticed I said MOVECOLLIDE instead of MOVETYPE, my bad). I’m pretty much sure they are way more expensive than simple projectiles, I wouldn’t bother myself with a collision model and physics simulation when my projectile is a simple rocket that travels forward at a constant speed.

Anyway, I finally didn’t need anything faster than 4000, so it’s okay now, thanks for trying to help though.

This man is right.