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
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