physbox mass scale

physbox mass scale

Re: physbox mass scale Posted by ReinholD on Wed Jan 31st 2007 at 2:45pm
ReinholD
8 posts
Posted 2007-01-31 2:45pm
ReinholD
member
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>
<DIV></DIV>
<DIV>i've seen, that you can change the weight with the mass scale.</DIV>
<DIV></DIV>
<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>
<DIV></DIV>
<DIV></DIV>
<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>
<DIV></DIV>
<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
Naklajat
1137 posts
Posted 2007-01-31 3:25pm
Naklajat
member
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
ReinholD
8 posts
Posted 2007-01-31 7:26pm
ReinholD
member
8 posts 1 snarkmarks Registered: Jul 7th 2006
Thanks mate. it worked :biggrin: