Re: physbox mass scale
Posted by ReinholD on
Wed Jan 31st 2007 at 2:45pm
8 posts
1 snarkmarks
Registered:
Jul 7th 2006
<DIV>I have 2 very large stone pillars. the problem is, that they are very heavy, so the arent moving very much. even with a env_explosion with a magnitude of 500, they are barely moving.</DIV>
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<DIV>i've seen, that you can change the weight with the mass scale.</DIV>
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<DIV>but if i set it to 0.1 nothing happens. i've even tried with -10 but that doesn't help. how do i make them lighter?</DIV>
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<DIV>btw, yeah i know they are "motiondisabled", but in the real map i have a button to set the motion enable, and i know it world, cause it all collapses. but I want to be able to shoot at the pieces afterwards, so they move.</DIV>
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<DIV>I want to upload a prefab with the two pillars, but i don't know how?</DIV>
Re: physbox mass scale
Posted by Naklajat on
Wed Jan 31st 2007 at 3:25pm
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
Right under 'Mass Scale' is 'Override Parameters' which lets you pass QC commands to the physbox. The command for weight is 'mass' and is given in kilograms, so to change the weight to 100 kg, for example, put <div class="code">Code:<pre>mass,100
[/pre]
And for reference 1 kg = about 2.2 lb
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Re: physbox mass scale
Posted by ReinholD on
Wed Jan 31st 2007 at 7:26pm
8 posts
1 snarkmarks
Registered:
Jul 7th 2006
Thanks mate. it worked :biggrin: