Making a func_physbox rotate
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Re: Making a func_physbox rotate
Posted by kinase on Mon Jan 8th at 2:51pm 2007


I have a func_physbox which I'd like to have rotating in place on the start of a map but which could be picked up by a player with the grav-gun and thrown about like other physobjects. I've tried various things to no avail. Is anyone able to enlighten me as to how I can achieve this, because I'm stumped <img src=" SRC="images/smiles/sad.gif">

Any help would be greatly appreciated.

Cheers

Kin<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>




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Re: Making a func_physbox rotate
Posted by Captain P on Mon Jan 8th at 3:39pm 2007


You can have a phys_torque target it, to give it a continual rotation, and keep it in place with a phys_ballsocket, giving it a low break force so the grav-gun can rip it from it's original position. Give the func_physbox an output, OnPhysGunPickup, to deactivate the phys_torque with. This will stop the rotation once the object has been picked up. Alternately, you can make the phys_ballsocket deactivate the torque, when it breaks. That would ensure the object stops rotating when it gets detached.





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Re: Making a func_physbox rotate
Posted by kinase on Tue Jan 9th at 9:00am 2007


Cheers for the reply Captain! I'll give it a try tonight.

Thanks





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