setAng/Pos to use entity instead of physObj - #2182
Conversation
- Allows entities that are parented to be manipulated
- Adds two new functions setPosInterpolated and setAngInterpolated - Allows movement of entities that do not have a physobj
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I think the original implementation was better, and setPos(bone, vector) could be used for the phys:SetPos |
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I also despise this PhysManipulate function for setting everything |
the issue was that there was no way to not use phys:SetPos and I agree with the physmanipulate function but it doesn't bother me enough to go in and change it. go ahead if you want to do that though. |
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last time I tried using bones in e2 (which was like 2 days ago, for like 5 minutes before giving up), they were broken af. didn't work on ragdolls, which supposedly is the one place they are supposed to work. and even if they did work on ragdolls, how are you meant to use bone:setpos on a prop that has no bones (ie isn't a ragdoll) edit: anyway that was like 5 minutes of random testing while I was busy doing other stuff so correct me if I'm wrong |
Bone in E2 is just a physobj. I don't think I've ever had a problem with them. Props should have a single physobj that can be acquired. |
I agree with 'interpolated' being awful.... However, |
No it's not. Infact, if you store the bone, it's better performance than the current implmentation. |
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Hardly anyone knows that I think for the sake of the majority of the playerbase it should be set up the way it is, but perhaps with a better name. |
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I think your original solution of setting the entity position is fine. The addition of bone:setPos is only for those who really only want to set the physobj position. Idk what case that would be, but at least the option is still available. |
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Even better if you can just this:SetPos() in those function instead of calling PropCore.PhysManipulate |
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The boneCount function returned 0 when I tried it. If
For those who want it to be interpolated. |
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I think boneCount is referring to actual animated bones rather than physObjs. You want to use physobjCount() or whatever E2's function if it exists is. The interpolation is just an artifact of the client attempting to realign physics discrepancies. The movement won't be fluid unless your setPos speed matches that interpolation speed so I can't think of any reason one would want that behavior :v. The only real reason to use physobj:SetPos is it's probably cheaper. |
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See if things are working without these changes. Might've been fixed by #2188 |
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This does not appear to fix the behavior, whether by setAng/Pos/propManipulate. I'm willing to work on this again, I'd just like to know what we think is the best option in exposing both behaviors. |
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