Originally Posted By: 3run
Emre@ but that way, player's movement acts like PH_CHAR with physX, right? I mean, player himself doesn't have any collusions with rigid bodies, but can only push them (even big ones, which couldn't be pushed by player). Did you overcome that somehow?


i don't know how is the physx but yes, player himself doesn't have any collisions with rigid bodies. that's not problem for my game. but if you want to collision for player, you can do that.

sample code & ss
Code:
NewtonBody* player_temp;
action player_coll()//barrel.mdl
{


	newton_addentity(me, (float)my.skill1, NEWTON_CONVEXHULL, onforceandtorque);
	float m[16];
	while(!player)
	{
		wait(1);
	}
	VECTOR temp_vec;
	while(1)
	{
	
		vec_set(my.x,player.x);
		player_temp=my.skill99;
		my.pan=0;
		my.tilt=0;
		my.roll=0;
		ent_getmatrix_rb(me, m);
		NewtonBodySetMatrix(player_temp, m);
		vec_set(temp_vec.x,player.x);
		vec_sub(temp_vec,my.x);
		NewtonBodySetVelocity(player_temp, vectorf(temp_vec.x, temp_vec.y, temp_vec.z));
		wait(1);
	}
}