Hello everyone
Ok, let me try to explain what Im looking to accomplish. Im trying to get it so when the player hits a certain spot they dissolvedisintegrate as if they were clobbered by a combine ball (this is for hl2dm, btw). The only way Ive been able to accomplish this is to actually have a prop_combine_ball. Without assigning a prop it shows up in game really tiny (but dissolves the player like it should), which would be fine with me since it will be inside of a beam anyways.
Now here is my problem. When the player points at the entity with the grav gun and pulls, it still brings about a combine ball that they can shoot around. I dont want this. What I want to happen is for the player to just dissolvedisintegrate when they hit that entity. I dont want them to be able to pull out a combine ball. Does this make sense? If someone can help me with a way of doing this I would be very grateful. I dont know what else to try, but Ill keep working on it in the meantime.
Thanksp;gt;
1
Re: stationary prop combine ball...
Posted by Dark_Kilauea on Wed Jun 28th at 3:54am 2006

Dark_Kilauea
member
629 posts
93 snarkmarks
Registered: Apr 15th 2005
Location: USA
Occupation: Fast Food
Posted by Dark_Kilauea on Wed Jun 28th at 3:54am 2006
Use a Trigger_physics_trap instead
It is a brush based entity that act exactly the same as the combine ball.
It is a brush based entity that act exactly the same as the combine ball.
Dark_Kilauea
member
629 posts
93 snarkmarks
Registered: Apr 15th 2005
Location: USA

Occupation: Fast Food
Re: stationary prop combine ball...
Posted by muckymuck on Wed Jun 28th at 5:05am 2006
Posted by muckymuck on Wed Jun 28th at 5:05am 2006
Hey, hows it going? Thanks for the reply. A trigger_physics_trap is what I tried first, and it works on everything but the player model. I can throw a nade or whatever else through it and itll dissolve it. When I walk through it I just die with a ragdoll remaining. I just took it as something that wont work the way Id like in hl2dm. Thats when I tried just using a prop_combine_ball because when you walk through the entity, it goes to 3rd person and you evaporate like as if you get hit by a combine ball in hl2dm. If there is a way to get the phys_trap working successfully in hl2dm then that would be great. I dunno what else to try though. For flags I had "everything" checked with the dissolve type set to "Heavy Electrical", and everything else at default. More suggestions would be great.
Thanks a lot.
Thanks a lot.
Re: stationary prop combine ball...
Posted by wil5on on Wed Jun 28th at 8:37am 2006

wil5on
member
1733 posts
323 snarkmarks
Registered: Dec 12th 2003
Location: Adelaide
Occupation: Mapper
Posted by wil5on on Wed Jun 28th at 8:37am 2006
Perhaps you can use a brush with a special texture? I dont know the specifics, but I suspect thered be a clip- type texture that stops physics objects going through it, but not players.
And by the way, the red text isnt really neccessary... white is easier to read " SRC="images/smiles/icon_smile.gif">
wil5on
member
1733 posts
323 snarkmarks
Registered: Dec 12th 2003
Location: Adelaide

Occupation: Mapper
"If you talk at all during this lesson, you have detention. Do you understand?"
- My yr11 Economics teacher
- My yr11 Economics teacher
Re: stationary prop combine ball...
Posted by muckymuck on Thu Jun 29th at 12:38am 2006
Posted by muckymuck on Thu Jun 29th at 12:38am 2006
Thanks for the suggestion, but unfortunately I couldnt get it to work with any clip textures. Anyone else have any suggestions as to how I could make a prop_combine_ball stay put so it cant be moved or picked up? Or another way to dissolve a player?
Thanks a lot rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Thanks a lot rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
1
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 0.0249 seconds.

Snarkpit v6.1.0 created this page in 0.0249 seconds.

