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pXent_kinematic ( entity, var active ); |
A dynamic-Actor can be a kinematic-Actor by setting the “kinematic” value to 1. A kinematic Actor is not affected by any force, but can be moved. It is an alternative to the character controller (PH_CHAR).
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Parameters: |
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entity |
registered Entity pointer (Actor) |
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active |
1 = kinematic object, 0 = normal physics object |
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Returns: |
1 if successful, 0 otherwise.
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Remarks: |
A kinematic Actor, is like a static Actor, but can be moved with e.g. pXent_moveglobal during runtime.
sets ent.group = 1
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Speed: |
Fast
pXent_kinematic(my, 1); // kinematic object (enable kinematic)