So I know the callback function
SetEntityPlayerInteractCallback("chest_small_6","Chest1",true);
would be used, and the function that it would call to would look something like
void Chest1(string &in entity)
{
AddPropImpulse("chest_small_6",0,25,0,"");
}
but the problem with this is that when a player opens the chest, he is grabbing onto it and so no matter how large the impulse the lid will be held in place by the player (well it will fly open and then fly back to a semi-closed state, or wherever the player's cursor is). Is there any way to get around this? (such as a way to make the player let go of the chest before it is sent flying open?)