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:

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>   1. VelocityPunch and... what else? (Yorg Kuijs)
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> ----------------------------------------------------------------------
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> 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
>
>
>
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> End of hlcoders Digest, Vol 10, Issue 22
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