amxx-modding-kit-api-entity-force

Apply and manage forces on game entities via the EntityForce API.

32|4|Updated Mar 23, 2023
One-click install
npx skills add https://github.com/hedgefog/amxx-modding-kit --skill amxx-modding-kit-api-entity-force
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: amxx-modding-kit-api-entity-force
Source: https://github.com/hedgefog/amxx-modding-kit/tree/main/.agents/skills/amxx-modding-kit/api/entity-force
Command: npx skills add https://github.com/hedgefog/amxx-modding-kit --skill amxx-modding-kit-api-entity-force

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This API provides a structured way to apply, accumulate, and apply forces to game entities to simulate realistic physics, knockback, and momentum transfer.

Core Features & Use Cases

  • AddDirectForce and Force Accumulation: accumulate multiple force vectors and apply them in a single step.
  • Force sources and effects: push from entities or origins, apply explosion-like knockback, and transfer momentum on impacts.
  • Practical use cases include player knockback, projectile impacts, and scripted physics-driven interactions.

Quick Start

Use EntityForce_Add to apply a direct force to a target entity and call EntityForce_Apply to enact the movement.

Frequently Asked Questions about amxx-modding-kit-api-entity-force

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I apply knockback and momentum transfer to entities in amxx?

To apply knockback in amxx, use the EntityForce API to accumulate force vectors with EntityForce_Add, then execute the movement by calling EntityForce_Apply on the target entity.

What is the proper sequence for applying entity forces in a pawn modding kit?

The proper sequence for entity forces in a pawn modding kit requires calling Add to accumulate vectors, Apply to enact the physics movement, and Clear to reset the force state safely.

Can I simulate explosion physics and projectile impacts using entity forces?

Yes, you can simulate explosion physics and projectile impacts by accumulating multiple force vectors from specific origins and applying them in a single step to push entities and transfer momentum.

Do I need force flags to manage custom physics interactions in amxx?

Yes, you need force flags alongside the EntityForce API to properly configure and manage custom physics interactions, ensuring safe and precise force application across explosions and ramming gameplay.

Why are my accumulated entity forces not applying correctly?

Accumulated entity forces fail to apply correctly if you skip the proper sequence of Add, Apply, and Clear calls required by the EntityForce API to function and reset state safely.

Does the amxx-modding-kit support accumulating multiple force vectors before applying them?

Yes, the amxx-modding-kit supports force accumulation, allowing you to add multiple direct force vectors together and apply them in a single step for precise physics simulation.