I think Source does it by Material property, but that may be a fallback? On Sat, Sep 26, 2009 at 2:00 PM, Saul Rennison <saul.renni...@gmail.com>wrote:
> I'm pretty sure mass and density calculates buoyancy :) > > Thanks, > - Saul. > > > 2009/9/26 Ryan Horton <d.ryan.hor...@gmail.com> > > > 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 > > > > > _______________________________________________ > 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