Thanks for your replies.
No, Rubeus, your suggestion doesn't work.
Funny how it wants Box, when the Actor documentation show clearly that PhysBody is acceptable:
Code:
Actor& create (C ActorShapes &shapes , Flt density=1, Bool kinematic=false); // create from actor shapes, Exit on fail, 'density'=density multiplier, 'kinematic'=if create actor as kinematic
Actor& create (C Plane &plane ); // create from plane , Exit on fail
Actor& create (C Box &box , Flt density=1, C Vec *anchor=NULL, Bool kinematic=false); // create from box , Exit on fail, 'density'=density , 'anchor'=custom actor position, 'kinematic'=if create actor as kinematic
Actor& create (C OBox &obox , Flt density=1, C Vec *anchor=NULL, Bool kinematic=false); // create from oriented box, Exit on fail, 'density'=density , 'anchor'=custom actor position, 'kinematic'=if create actor as kinematic
Actor& create (C Ball &ball , Flt density=1, C Vec *anchor=NULL, Bool kinematic=false); // create from ball , Exit on fail, 'density'=density , 'anchor'=custom actor position, 'kinematic'=if create actor as kinematic
Actor& create (C Capsule &capsule, Flt density=1, C Vec *anchor=NULL, Bool kinematic=false); // create from capsule , Exit on fail, 'density'=density , 'anchor'=custom actor position, 'kinematic'=if create actor as kinematic
Actor& create (C Tube &tube , Flt density=1, C Vec *anchor=NULL, Bool kinematic=false); // create from tube , Exit on fail, 'density'=density , 'anchor'=custom actor position, 'kinematic'=if create actor as kinematic
Actor& create (C Shape &shape , Flt density=1, C Vec *anchor=NULL, Bool kinematic=false); // create from shape , Exit on fail, 'density'=density , 'anchor'=custom actor position, 'kinematic'=if create actor as kinematic
Actor& create (C PhysPart &part , Flt density=1, C Vec &scale =1 , Bool kinematic=false); // create from PhysPart , Exit on fail, 'density'=density multiplier, 'scale '=custom body scale , 'kinematic'=if create actor as kinematic
Actor& create (C PhysBody &phys , Flt density=1, C Vec &scale =1 , Bool kinematic=false); // create from PhysBody , Exit on fail, 'density'=density multiplier, 'scale '=custom body scale , 'kinematic'=if create actor as kinematic