Re: model question
Posted by AnTiSeAl on
Thu Dec 9th 2004 at 5:09am
2 posts
0 snarkmarks
Registered:
Dec 8th 2004
Occupation: HS student
Location: USA
I import a prop_phys painting, it shows up and everything but i put it on the wall and then it just is automatically on the ground when i start it up. So i set the physics impact force to overide motion, so that it will only "move" or "fall" off the wall when it takes damage. But i set the option then comile the map again and the painting isnt there altogether! Am i doing something wrong? should i be doing this a different way? please help!
Re: model question
Posted by ReNo on
Thu Dec 9th 2004 at 5:37am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Ignore the "override" stuff and just check the "start asleep" flag.
That will cause it to be static in the world until it is effected by
something, such as a bullet, player collision, or physics collision.
You can then give it a "minimum damage to hurt" value to stop damage
under the given value from knocking it off the wall.
Re: model question
Posted by Cyantist on
Thu Dec 9th 2004 at 5:47am
12 posts
1 snarkmarks
Registered:
Nov 26th 2004
If you don't want it knocked off the wall easily by a player, I would
think you could encase it with an invisible barrier to be destroyed
when damaged. Just a thought..
Re: model question
Posted by Junkyard God on
Thu Dec 9th 2004 at 7:15am
654 posts
81 snarkmarks
Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
can't you use a prop static or a prop_dynamic for that??
one of both is more or less a solid , so it'll stay in the air.
Re: model question
Posted by Nanodeath on
Thu Dec 9th 2004 at 8:05am
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Bio, I think he wants the object to fall off the wall realistically. Requires a prop_phys* object.