wildcherrii Posted April 17, 2022 Share Posted April 17, 2022 Since my last few problems went unanswered, i assume no one knows the answer or its just some broke stuff in le, who knows. Im faced with a new problem now, possibly my last problem if I cannot get it solved. Im try to place an object, in this case a beach ball, on the map in my player hand. The beach ball is a prefab with a phycs rigid body since I need the collision data. Everything so far I described is fine, but here what I cannot figure out. Once i get the ball into the scene how do I rotate the ball to match my players rotation. If i use standard setrotation then i break physics. I need a starting orientation for this damn beach ball then i can apply velocity or force or whatever to make it go forward. This engine has been out for 12 yrs now, surely somehow a way to load a physics entity and set a starting rotation has be resolved? This is what i came up with so far local item=Model:Load("Models/Misc/damnbeachball.mdl") local pos = glo.player:GetPosition() item:SetMass(0) item:SetPosition(pos) item:SetRotation(glo.player:GetRotation()) item:Move(0,.3,-.2) --- line up to his hand // bone local seems to be off and i cannot find any damn Tformvector commands in le item:SetMass(1) item:SetVelocity(0,0,-10,false) Quote Link to comment Share on other sites More sharing options...
reepblue Posted April 17, 2022 Share Posted April 17, 2022 I could understand if this was a laser cube like in Portal 2, but why do you need the ball to rotate? You should be getting the vector of the player direction with Transform:Vector and applying velocity based on that. Going from your code, try: local item=Model:Load("Models/Misc/damnbeachball.mdl") local pos = glo.player:GetPosition() item:SetMass(0) item:SetPosition(pos) --item:SetRotation(glo.player:GetRotation()) -- < You can possibly use PhysicsSetRotation, but it's a deprechated command. item:Move(0,.3,-.2) --- line up to his hand bone local seems to be off and i cannot find any damn Tformvector commands in le item:SetMass(1) --item:SetVelocity(0,0,-10,false) -- Throw the object way from the player local force = Vec3(0,0, 10) local v = Transform:Vector(force, glo.player, nil) item:AddForce(v) Not sure what kind of game you're trying to make but you should be loading that model once on Start() and then instancing that reference. Don't call Model:Load during runtime or else you'll have hitches. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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