Re: cs:s rope problem
Posted by sixsixtysix on
Tue Jan 25th 2005 at 1:24am
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Jan 23rd 2005
so, i'm having a problem with ropes in cs:s. i've done the rope bridge before, and it worked great. that was for a hl2dm map. in cs:s, my keyframe_rope ends up going to the origin of the world (0,0,0), even though its parent is whatever object i want to hang, be it func_physbox or or prop_physics_override. my phys_lengthconstraint is working fine. is there hope for my rope? any help appreciated.
sixsixtysix
Re: cs:s rope problem
Posted by DrGlass on
Tue Jan 25th 2005 at 1:27am
DrGlass
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make the physbox the next point for the rope to go, i.e. move_rope next tartget (physbox name).
Re: cs:s rope problem
Posted by sixsixtysix on
Tue Jan 25th 2005 at 2:37am
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Jan 23rd 2005
that doesn't seem to work.
Re: cs:s rope problem
Posted by DrGlass on
Tue Jan 25th 2005 at 3:48am
DrGlass
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Then try a move_rop > keyframe_rope > phys_constraint > Physbox
Re: cs:s rope problem
Posted by uberDingo on
Tue Jan 25th 2005 at 5:44am
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Dec 21st 2004
I know CS has very limited physics entities due to trying to save bandwidth. I screwed around with ropes a lot and could get anything to work except a simple point A to point B rope (like a "hanging" ragdoll... and I use the term hanging very loosely heh) I dont think you can use constraints and the like... but please prove me wrong :sad:
I dont think you can use the phys_constraints or box ...
Re: cs:s rope problem
Posted by sixsixtysix on
Tue Jan 25th 2005 at 6:19am
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Jan 23rd 2005
the constraints and physbox DO work. [snagglepuss]quite well, even.[/snagglepuss] it's the ropes that are on dope.
sixsixtysix
Re: cs:s rope problem
Posted by Leperous on
Wed Jan 26th 2005 at 1:16am
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cough Feel free to write something similar here, or at least mark his answer as correct? :razz:
Re: cs:s rope problem
Posted by sixsixtysix on
Wed Jan 26th 2005 at 2:45am
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Jan 23rd 2005
Rope Workaround for CS:S
by sixsixtysix with thanks to Rof
Introduction:
This tutorial will allow you hang entities from ropes.It is is a workaround for a known rope issue is Counter-Strike: Source. The issue being that you can't give a keyframe_rope a parent or else it will go to the map's origin (0,0,0) in-game.
The entities that we'll be using:
A. move_rope
B. keyframe_rope
C. phys_lengthconstraint
D. env_spark
E. func_physbox or prop_physics_override (for this we'll use a physbox)
F. logic_measure_movement
Placing the entities:
A. Place the func_physbox wherever you'd like it to be hanging from.
B. Place the move_rope wherever you'd like your rope to start from.
C. Place the keyframe_rope just inside the object you're hanging.
D. Place the phys_lengthconstraint in the same place as the keyframe_rope. Select and drag the small white circle to the move_rope's position.
E. Place the env_spark in the same place as well.
F. Place the logic_measure_movement off to the side for easy access in the editor.
Naming the entities:
A. It's best if you give all the entities related names. For this tutorial, we'll use "box".
B. Fill in your names like this: func_physbox = box, move_rope = box_rope, keyframe_rope = box_rope_keyframe, and env_spark = box_spark (no need to name the phys_lengthconstraint unless you're using a phys_constraintsystem or somesuch).
Filling in the entities' information:
A. Set move_rope's Next KeyFrame to box_rope_keyframe.
B. Set env_spark's Parent to box.
C. Set phys_lengthconstraint's Entity 1 to box.
D. Set logic_measure_movement's Entity to Measure to box_spark, Measure Reference to box_rope, Entity to Move to box_rope_keyframe, and Movement Reference to box_rope.
Final words:
Well, there you go. You should now be able to hang a func_physbox or prop_physics_override from a rope and have them both moving around in Counter-Strike: Source.
sixsixtysix
Re: cs:s rope problem
Posted by uberDingo on
Wed Jan 26th 2005 at 3:56pm
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Dec 21st 2004
has anyone tested how this actually effects multiplayer games? my concern is that they (valve) removed the physics entities needed to do this because of network lag generated by some of the physics. I'm guessing that valve overlooked this method to get around the weakened physics engine for network play and incorporating it may make your map lag really bad when you have a bunch of people playing at once.
pretty sweet hack though :smile: