I found the problem.
I modify my terrains at runtime with functions like these:
Code:
ENTITY* CurrSand;
	int VecTotal = ent_status(Sand[2][2],0);//terrain total vectors
	var VecDist;//store distance to terrain center
	
	int tx; int ty; int i;
	
	
	for (i=VecTotal; i>0; i--)
	{
		for(tx=0;tx<5;tx++)
		{
			for(ty=0;ty<5;ty++)
			{
				CurrSand=Sand[tx][ty];
				CONTACT* c1 = ent_getvertex(CurrSand,NULL,i);
				
				if(CurrSand.skill1==1)
				{
					VecDist=vec_dist(vector(((i-1)%33),(integer((i-1)/33)),0),vector(16,16,0));
					
					if(VecDist<=10)
					{
						c1.v.y= (-1*((2*(VecDist))*(2*(VecDist))))+50;
					}
					else
					{
						c1.v.y= -360;
					}
				}
				else
				{
					c1.v.y = -360;
				}
				ent_setvertex(CurrSand,c1,i);
			}
		}
	}


I added a few lines of code after I modify the terrains to update the hull and it fixed the problem:
Code:
for(tx=0;tx<5;tx++)
	{
		for(ty=0;ty<5;ty++)
		{
			c_updatehull(Sand[tx][ty],1);
		}
	}




"The more you know, the more you realize how little you know..."

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http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=401929&page=1