I'm trying to make certain props float when they otherwise wouldn't / shouldn't (for example, large metal objects) Now, I've gotten this to work to an extent, using IPhysicsObject::SetBuoyancyRatio()
However, it seems that the way this works depends upon the material used maybe? So, for example, if I do BigMetalThing->SetBuoyancyRatio( 0.085 ) in one type of water (the murky, poisonous canal water), it floats well, but in a different type of water (clear, plain water), it floats poorly. So I'm wanting to make it so I don't have to save custom buoyancies on a per material basis (assuming the material is what's causing this behavior), how do I go about modifying the 'buoyancy factor' so that all water entities are created equal? Thanks! Ryan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders