These limits apply to the impulses a player can exert through his contact points.
The mass limit is the limit at which the player controller stops pushing through the contact. So with the code below the player will not push against the contact normal with any object > 350kg. The speed limit actually controls the impulse you can apply but limiting the velocity again through the contact. So the player won't be able to apply an impulse greater than (50 * playermass) against the contact normal of any contact. There is also a general speed limit that controls the overall velocity. So these limits explicitly deal with contacts. The basic idea is to allow the player to accelerate to max velocity quickly without giving the player the ability to push really massive objects out of his way as a result. Without the extra term increasing the acceleration rate increases the mass a player can push. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu > Sent: Thursday, June 29, 2006 9:26 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] physics shadow > > On Thursday 29 June 2006 8:51 pm, Tony "omega" Sergi wrote: > > m_pPhysicsController->SetPushMassLimit( 350.0f ); > > m_pPhysicsController->SetPushSpeedLimit( 50.0f ); > > Limits the mass of objects which the player's shadow > controller can push, and the maximum speed to push it away > with, I would think. > > -John Sheu > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders