low gravity for props
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Re: low gravity for props
Posted by warlord on Sat Mar 18th at 6:49am 2006


i know you can make props fly around a little more, ive seen servers (particularlly ones playing 24/7 office)

where shooting props make them move much further than usual.

im trying to get just one map to do that. ive alreaddy figured out the point_servercontrol entity now i just need the commands to do it.

(turning down gravity doesent seem to do it)




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



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Re: low gravity for props
Posted by omegaslayer on Sat Mar 18th at 7:12am 2006


isnt it sv_gravity # ?
I only think this can be activated by having sv_cheats enabled, therefore point_servercontrol ent woouldnt work because it would execute sv_gravity # command, but unless sv_cheats was enabled (very unlikely) it wouldnt work.






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Re: low gravity for props
Posted by Dark_Kilauea on Sat Mar 18th at 8:49pm 2006


there is also a trigger_gravity, and a trigger_vphysics <img src=" SRC="images/smiles/icon_smile.gif">


Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: low gravity for props
Posted by warlord on Sun Mar 19th at 10:52pm 2006


well im not seeing a vphysics entity on css

so im trying to make a physics model with a low mass instead. however cannot get the model to compile. it says there isnt an .obj file but i cannot find anything mentioning that




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



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Re: low gravity for props
Posted by omegaslayer on Mon Mar 20th at 4:50am 2006


? quote:
well im not seeing a vphysics entity on css

so im trying to make a physics model with a low mass instead. however cannot get the model to compile. it says there isnt an .obj file but i cannot find anything mentioning that


Why not just change the mass multiplyer then? (like .25 or something)






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Re: low gravity for props
Posted by warlord on Mon Mar 20th at 6:42am 2006


ive tried setting the mass scale to all sorts of numbers: 1, 0.1, 0.01, 0.0001

the farther i go the less a bullet makes it move, and the higher it is the lass it moves all together.

what i am trying to do is make like a beach ball so when you shoot it it will fly all over the place.




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



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Re: low gravity for props
Posted by poisonic on Wed Mar 22nd at 5:13pm 2006


i could model a beachball <img src=" SRC="images/smiles/icon_smile.gif"> how big does it need to be? just give the textures and i model the ball ..... do the qc script and i comile it for you <img src=" SRC="images/smiles/icon_smile.gif">

so it needs to be a light ball <img src=" SRC="images/smiles/icon_smile.gif"> is a mass of 200 light enough?

just write the specs of the ball prop and i model the ball for a little bit credit in your map <img src=" SRC="images/smiles/icon_biggrin.gif">




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Re: low gravity for props
Posted by warlord on Wed Mar 22nd at 8:36pm 2006


nevermind i got the model to work, it was a matter of slashes and directories.

however i still cannot get it to move great distances from being shot at




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



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Re: low gravity for props
Posted by sniper1418 on Fri Mar 24th at 4:57pm 2006


make the mass scale something like .00000001

that might work





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Re: low gravity for props
Posted by warlord on Sun Mar 26th at 5:49pm 2006


nope diddnt work.

i think its a console command like hys_timescale and a combination of others, but i dont know what that combination is




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



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Re: low gravity for props
Posted by fishy on Sun Mar 26th at 10:28pm 2006


the thing is, no matter how hard you hit a beachball in real life, it'll never fly off at high speeds or reach great distances. it's like trying to throw expanded polystyrene.

if you were to give the ball a smaller physics model instead of less weight, it would make it harder to hit with bullets, but it would also make it go further when you did hit it, or when it was caught in an explosion.




i eat paint



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Re: low gravity for props
Posted by warlord on Tue Mar 28th at 6:08pm 2006


tis a shme then cause i might have to abandon the whole thing <img src=" SRC="images/smiles/sad.gif">


the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



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Re: low gravity for props
Posted by PackRat on Wed Mar 29th at 6:22am 2006


usually if props fly further in a particular server its because the admin has changed the phys_pushscale value.

upping this value will cause bullets/impacts to have a much greater effect on props




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Re: low gravity for props
Posted by Vash on Thu Mar 30th at 11:54pm 2006


Physics

Is this what you wanted?





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