moving brushes?

moving brushes?

Re: moving brushes? Posted by Dark Omen on Fri Feb 18th 2005 at 7:31am
Dark Omen
4 posts
Posted 2005-02-18 7:31am
4 posts 0 snarkmarks Registered: Feb 18th 2005 Occupation: N/A Location: USA
I cant seem find any forums on this, but I'm wondering how I can get brushes to act as a movable object in game? I make the brush, then tie to entity, and choose func_brush? when I test the map the object is still frozen in game and wont budge.

Sorry for the stupid question and if it was already on another topic... If so I couldn't word it right. tnx :confused:
Re: moving brushes? Posted by satchmo on Fri Feb 18th 2005 at 7:38am
satchmo
2077 posts
Posted 2005-02-18 7:38am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Hmm, I am not sure it's possible to create a brush that acts like a prop_physics entity.

Typically, those "movable" objects (or things you can either pick up or
manipulate with the physgun) you see in deathmatch maps are models tied
to prop_physics entity.

Open the maps supplied by Valve (dm_lockdown) with Hammer if you need examples of how it's done.
Re: moving brushes? Posted by RaPtoR on Fri Feb 18th 2005 at 7:54am
RaPtoR
212 posts
Posted 2005-02-18 7:54am
RaPtoR
member
212 posts 61 snarkmarks Registered: Jan 1st 2005 Location: Sweden
Tie the brush to a func_physbox if you want it to follow the laws of
physics. HL2 will give it a mass depending on it's size. If the mass is
small enough, you will be able to pick up the object with the physgun.
Re: moving brushes? Posted by Dark Omen on Fri Feb 18th 2005 at 8:15am
Dark Omen
4 posts
Posted 2005-02-18 8:15am
4 posts 0 snarkmarks Registered: Feb 18th 2005 Occupation: N/A Location: USA
AWESOME! got it to work! thanks for the help fellas :smile:
Re: moving brushes? Posted by RaPtoR on Fri Feb 18th 2005 at 12:16pm
RaPtoR
212 posts
Posted 2005-02-18 12:16pm
RaPtoR
member
212 posts 61 snarkmarks Registered: Jan 1st 2005 Location: Sweden
heh :smile: ... np