Re: physbox arrows
Posted by Leven on
Thu Dec 30th 2004 at 5:52pm
11 posts
1 snarkmarks
Registered:
Dec 30th 2004
Location: USA
I'm making arrows out of func_physbox entities and was wondering if there is anyway to make them first fly straight. I tried messing around with the origin but regardless when I throw it threw the air it stumbles end over end. I've made it so when you pick it up it points in the right direction but I can't get it to fly right.
2nd is there anyway to get the arrow to stick into a wall when it hits. I'm afraid the answer to this might be no as HLDM2 code stands right now. But I know you can get blades to stick...at least in SP. Was wondering if this would be possible, thanks for any help.
Re: physbox arrows
Posted by Campaignjunkie on
Thu Dec 30th 2004 at 11:47pm
Posted
2004-12-30 11:47pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
This behavior is not possible with func_physbox. Your best bet would be
to get a modeler to model an arrow and import it into Half-Life 2 as a
physics prop. The saw-blade sticking behavior is most likely compiled
directly into the model information itself.
Re: physbox arrows
Posted by Leven on
Fri Dec 31st 2004 at 12:55am
Posted
2004-12-31 12:55am
11 posts
1 snarkmarks
Registered:
Dec 30th 2004
Location: USA
Yeah that's what I'm up to now, not only do I need to tackle hammer but XSI as well. Phew.
Re: physbox arrows
Posted by R3BEL on
Fri Dec 31st 2004 at 7:35pm
4 posts
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Registered:
Dec 26th 2004
Location: USA
try using phys_thruster or something thats all i know about a object moving...