Dunno about sites, but to do what you describe (with Blitz collisions), set collision type 2, set three variables for the objects movement vector, for every loop:
Subtract a gravity constant from the y-vector
Store the object position in three extra variables
Move the object acording to the movement vector
Call UpdateWorld
Set the movement vector to the objects new position, minus the old position that you stored
This does not take friction into account
If you want the object to be bouncy replace the last line with:
Set the movement vector to (the objects new position, minus the old position that you stored)+a*((the objects new position, minus the old position that you stored)-old movement vector)
Set a to a number between 0 and 1, 1 for full bounce.
Edit: Ehhh, skip what I said about bouncing, there is a flaw making the bounce sorta random, the rest should work though.
Subtract a gravity constant from the y-vector
Store the object position in three extra variables
Move the object acording to the movement vector
Call UpdateWorld
Set the movement vector to the objects new position, minus the old position that you stored
This does not take friction into account
If you want the object to be bouncy replace the last line with:
Set the movement vector to (the objects new position, minus the old position that you stored)+a*((the objects new position, minus the old position that you stored)-old movement vector)
Set a to a number between 0 and 1, 1 for full bounce.
Edit: Ehhh, skip what I said about bouncing, there is a flaw making the bounce sorta random, the rest should work though.