I need func_physbox that cant be grabbed.

I need func_physbox that cant be grabbed.

Re: I need func_physbox that cant be grabbed. Posted by ManSoNN on Fri Dec 24th 2004 at 8:51pm
ManSoNN
5 posts
Posted 2004-12-24 8:51pm
ManSoNN
member
5 posts 1 snarkmarks Registered: Dec 24th 2004
I am creating a machine with several interacting moving parts. I
am using func_physbox to make all the parts of this machine. This
machine needs to be able to rotate ect... BUT I do not want pieces of
it to be picked up by the grav-gun.

The machine works fine BUT the grav-gun can affect it.

I have used the proper physics constraints, but for some reason, the
stupid phys-gun can just rip pieces right out of the machine despite
the pieces being interlocked and constrained by physics
constraints. If you move far away from the machine or shoot the
phys-gun the piece you ripped off just magically re-appears where it is
supposed to be.

I have the "ignore +USE for Pickup" flag set but it doesn't work for
the phys-gun. I can't set the "Motion Disabled" flag because then
this part will not move at all. HELP!!!

I have compared my physbox entities with the one in the example phys maps and I don't see any difference.

I really wish there was better physics documentation. Thanks in advance for any help.
Re: I need func_physbox that cant be grabbed. Posted by omegaslayer on Fri Dec 24th 2004 at 9:11pm
omegaslayer
2481 posts
Posted 2004-12-24 9:11pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
increase the mass scale to like 100 experiment a bit with different values as it might affect the way they spin
Re: I need func_physbox that cant be grabbed. Posted by ManSoNN on Fri Dec 24th 2004 at 9:27pm
ManSoNN
5 posts
Posted 2004-12-24 9:27pm
ManSoNN
member
5 posts 1 snarkmarks Registered: Dec 24th 2004
Re: I need func_physbox that cant be grabbed. Posted by Andrei on Fri Dec 24th 2004 at 9:28pm
Andrei
2455 posts
Posted 2004-12-24 9:28pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
<DIV class=quote>
<DIV class=quotetitle>? quoting ManSoNN</DIV>
<DIV class=quotetext>
</DIV></DIV>
Profound. :lol:
Re: I need func_physbox that cant be grabbed. Posted by ManSoNN on Fri Dec 24th 2004 at 9:30pm
ManSoNN
5 posts
Posted 2004-12-24 9:30pm
ManSoNN
member
5 posts 1 snarkmarks Registered: Dec 24th 2004
"
increase the mass scale to like 100 experiment a bit with different values as it might affect the way they spin"

Cool. At least we have some progress. :smile:

This is sort-of working. I put the mass of my physboxes up to
200. I set the "ignore mass" flag on my thrusters, and the
machine still works. Now the phys-gun can not pick pieces out of my
machine but, the physbox entities can still be MOVED by the
phys-gun. Any suggestions?
Re: I need func_physbox that cant be grabbed. Posted by G.Ballblue on Fri Dec 24th 2004 at 9:36pm
G.Ballblue
1511 posts
Posted 2004-12-24 9:36pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Doesn't HL2 have some kind of entity that restricts phys_anything movement? Such as lock stuff together, and make sure its firmly rooted in place? Expand on this someone?
Re: I need func_physbox that cant be grabbed. Posted by ManSoNN on Fri Dec 24th 2004 at 9:44pm
ManSoNN
5 posts
Posted 2004-12-24 9:44pm
ManSoNN
member
5 posts 1 snarkmarks Registered: Dec 24th 2004
Doesn't HL2 have some kind of entity that restricts
phys_anything movement? Such as lock stuff together, and make sure its
firmly rooted in place? Expand on this someone?
Yes. All the Phys_XXXXXXXXConstraints. I am using these
entities, but for some reason, the Grav-gun is overriding my
constraints.
Re: I need func_physbox that cant be grabbed. Posted by ReNo on Sat Dec 25th 2004 at 12:14am
ReNo
5457 posts
Posted 2004-12-25 12:14am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
It seems to be a bit of a problem in even official levels. For example, load up dm_overwatch and try picking up the "hotel" sign outside the crossbow building - it comes away from the fixture but pings back there when you try to move it too far.

My recommendation would be to check out the flags of the physbox to ensure there are no options that let you state it doesnt work with the grav gun. If there isn't, then you might want to consider making your machine work using prop_dynamics that are parented to invisible moving entities such as func_doors, func_buttons, or whatever.