Re: Rope Bridge Which Constraints???
Posted by Baf2099 on
Wed Jan 5th 2005 at 4:32pm
Baf2099
member
11 posts
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Registered:
Dec 9th 2004
I have been trying to create a rope bridge and have run into some big problems. as you know making the rope using the keyframe and mov_rope entitys only is a visual thing but to actually have a rope with a length there needs to be some kind of constraint. what i want to know is, is it possible to connect mulitple planks in order to create this and what is truly the appropriate constraint to use. the phys_lengthconstraint or the Phys_pulleyconstriant or something totally different?
Re: Rope Bridge Which Constraints???
Posted by Rof on
Wed Jan 5th 2005 at 4:48pm
Rof
member
210 posts
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Registered:
Dec 3rd 2004
Probably phys_lengthconstraint is what you want. That's closest to a rope in behaviour.
Pulleyconstraint is for simulating something like a rope over a pulley,
where you want to tie two objects so that as one goes down, the other
goes up.
You might also try phys_spring for a more flexible effect, though it may stretch too much.
If you have a whole bunch of constraints acting on the same object(s),
you should put them all in the same constraint system, otherwise the
whole thing will vibrate randomly. Make a phys_constraintsystem entity,
give it a name, and make sure that that name appears under the
constraintsystem field of each phys_ entity.
Re: Rope Bridge Which Constraints???
Posted by aonomus on
Thu Jan 6th 2005 at 12:02am
Posted
2005-01-06 12:02am
18 posts
2 snarkmarks
Registered:
Dec 26th 2004
Its quite easy, just make multiple func_physbox's textured
appropriately, with appropriate settings, connect them together with
phys_hinge's. You only need phys_lengthconstraint's on the ends, very
simple, I have one in my map for a coming mod. One problem will be that
you can get stuck on physbox's, but this seems to be a collision
problem rather than a problem with the way it was set up.