Break on too much weight

Break on too much weight

Re: Break on too much weight Posted by Vash on Sat Jan 22nd 2005 at 2:21am
Vash
1206 posts
Posted 2005-01-22 2:21am
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
In my map, I want an area of the floor to be breakable, but it will
only break after a certain amount of pressure is applied to it. The
player mass is around 60.00 to 80.00, so two players would equal a mass
of [ 120.00 ] or [ 160.00 ]. I would like to make the floor after two
players weight is applied. Or, a heavy physics object is applied.
Re: Break on too much weight Posted by Nickelplate on Sat Jan 22nd 2005 at 2:37am
Nickelplate
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Posted 2005-01-22 2:37am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
there's no way to set a weight limit per se, but maybe you could make a trigger so that would break it instead. Like after 2 ppl have passed through a trigger multiple the floor breaks.
Re: Break on too much weight Posted by Crono on Sat Jan 22nd 2005 at 2:44am
Crono
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Posted 2005-01-22 2:44am
Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
... or you could actually make structural integrity. the constraint entities have torque values.

So if it were a bridge or something as such, you'd put up suspension cables with constraints and you put breakable on them with a torque value with some series of outputs to the other objects in the system. This would make it so the object hanging (could be frozen and triggered by the break) fall. etc etc.

This, however, is just an idea. I'm not sure about the precise specifics.
Re: Break on too much weight Posted by ReNo on Sat Jan 22nd 2005 at 3:25am
ReNo
5457 posts
Posted 2005-01-22 3:25am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Crono is right - this scenario is definately possible with source's
physics. Check out all the physics_* entities in the SDK documentation
( http://www.valve-erc.com/srcsdk/Levels/physics.html ) and their
example maps, and you can probably figure out a way to get it working
how you want. Lots of experimentation will probably be needed, so you
should test the contraption in a seperate map as opposed to "in place"
if your map is already taking any substantial time to compile.
Re: Break on too much weight Posted by aonomus on Sat Jan 22nd 2005 at 5:00am
aonomus
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Posted 2005-01-22 5:00am
aonomus
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The problem is that if you've ever walked on a physbox, you get really
jerky shaking movement, and jumping can exert more force than just
standing on something. Physics are odd...
Re: Break on too much weight Posted by DrGlass on Sat Jan 22nd 2005 at 9:49am
DrGlass
1825 posts
Posted 2005-01-22 9:49am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
The problem is that if you've ever walked on a physbox, you get really
jerky shaking movement, and jumping can exert more force than just
standing on something. Physics are odd...
That is why you would check the disable motion flag. Then once enough weight is on the bridge and the cables snap they will trigger enable motion.

Though, with the phys box disabled I dont know if it could be
manipulated my player weight... I'm sure there is a work around to
this. I will look into it.
Re: Break on too much weight Posted by aonomus on Sun Jan 23rd 2005 at 1:13am
aonomus
18 posts
Posted 2005-01-23 1:13am
aonomus
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18 posts 2 snarkmarks Registered: Dec 26th 2004
Disabled physboxes are not affected by anything, and effectively turn the weight on the constraints to zero.

Something you could do is make a trigger_teleport 1 unit thick above
the floor with a disabled func_physbox. OnStartTouch adds to a
math_counter, OnEndTouch subtracts, when you hit the limit, the counter
will enable motion on a physbox.
Re: Break on too much weight Posted by Guessmyname on Sun Jan 23rd 2005 at 11:22am
Guessmyname
342 posts
Posted 2005-01-23 11:22am
342 posts 173 snarkmarks Registered: Dec 6th 2004
Have you had a look at the env_player_surface_trigger?
Re: Break on too much weight Posted by DrGlass on Sun Jan 23rd 2005 at 1:01pm
DrGlass
1825 posts
Posted 2005-01-23 1:01pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Have you had a look at the env_player_surface_trigger?
That makes an output when a player travles from one texture to
another. Like if the player walks from carpet to wood it can set
off an alarm.

The math counter idea is a good one. Then to make it break when
physics objects are tossed or placed on it you could make a physbox
that is covred by a playerclip. Add some constraints, that should
do it.
Re: Break on too much weight Posted by Guessmyname on Tue Jan 25th 2005 at 6:09pm
Guessmyname
342 posts
Posted 2005-01-25 6:09pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
I got it: the Game_zone_player brush entity. It counts how many players
are in its area. I it has, say two for example, you can make it break
the glass!