Both can be done with velocitypunch as it takes a Vector. For your question about force direction, you'll want to find the direction (as a vector) you want, normalize it, and multiply it by the force magnitude, then pass that vector off into VelocityPush. That should do it.
~M On Thu, Dec 18, 2008 at 4:00 AM, <hlcoders-requ...@list.valvesoftware.com>wrote: > Send hlcoders mailing list submissions to > hlcoders@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > hlcoders-requ...@list.valvesoftware.com > > You can reach the person managing the list at > hlcoders-ow...@list.valvesoftware.com > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > > 1. VelocityPunch and... what else? (Yorg Kuijs) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Wed, 17 Dec 2008 12:56:03 +0100 > From: Yorg Kuijs <yorg.ku...@home.nl> > Subject: [hlcoders] VelocityPunch and... what else? > To: hlcoders@list.valvesoftware.com > Message-ID: <4948e8d3.4070...@home.nl> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > Hey list, > > planning to start soon on a new grenade, which can do 2 things: > 1. push players(not very far) & some objects(such as thrown grenades) > horizontally > 2. vertical push, similar to rocket jump in tf2, but without the hurt > and a larger range capable of launching other players up as well. > > for function 1 can I use VelocityPunch? or does it push players only? > and if I use something that pushes objects, how much would a player be > affected(since they're much heavier) > > and what would I use for function 2? took a quick look at VelocityPunch > and it only takes an argument for force, not direction. > > some tips/advice would be appreciated > > > > ------------------------------ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > End of hlcoders Digest, Vol 10, Issue 22 > **************************************** > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders