pXent_setmaterial ( entity, VECTOR* standard, VECTOR* frictionV, VECTOR* anisotropic);

With this function you can create advanced materials.

Parameters:

entity registered Entity pointer (Actor)
standard Restitution, staticFriction, dynamicFriction
frictionV StaticFrictionV, dynamicFrictionV, flags
anisotropic Direction Of Anisotropy


Returns:

1 if successful, 0 otherwise.

Remarks:

Speed:

Fast

Example:

function material_test()
{
	ENTITY* box1 = ent_create("box1.mdl",vector(1000,150,280),NULL);
	ENTITY* box2 = ent_create("box2.mdl",vector(1000,70,280),NULL);
	box1.tilt=35;
	box2.roll=-35;
	box2.pan=90;

	set(box1,PASSABLE);
	set(box2,PASSABLE);

	pXent_settype(box1,1,PH_BOX);
	pXent_settype(box2,1,PH_BOX);
	
	// simple material for box1:
	pXent_setelasticity(box1,100);
	pXent_setdamping(box1,10,10);
	pXent_setfriction(box1,5);

	// complex material for box2:
	var restitution = 50; 
	var staticFriction = 0; 
	var dynamicFriction = 0; 
	var staticFrictionV = 100; 
	var dynamicFrictionV = 100; 
	var dirOfAnisotropy[3] = {0,1,0};
	
	pXent_setmaterial( box2, vector(restitution, staticFriction, dynamicFriction ), 
	                       vector(staticFrictionV, dynamicFrictionV, NX_MF_ANISOTROPIC ),
	                       vector(dirOfAnisotropy[0], dirOfAnisotropy[1], dirOfAnisotropy[2] ));	
}

See also:

pXent_setdamping, pXent_addforceglobal