Re: models for the effect of it
Posted by warlord on
Thu Jul 28th 2005 at 1:28pm
warlord
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what prop do i use for the random trash that lays around (like the bottles and such)
how do i make it not solid to the player but yet still be able to get shot around
and what do i use to get it to be blown by the wind (like the takeout boxes in the trainstation of singleplayer)
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: models for the effect of it
Posted by DrGlass on
Thu Jul 28th 2005 at 2:08pm
DrGlass
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I'd use 90% static props, and the rest physics. players wont
notice, for the most part, static trash vs physics trash and it takes
some pressure off the networking load if you use static props.
Its one or the other, if you want to keep the player from getting snagged on it then place a player clip brush over it.
I dont think physics props blow in the wind, you can set up env_phys_explosion to knock it around though.
Re: models for the effect of it
Posted by rs6 on
Thu Jul 28th 2005 at 2:38pm
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If you want to get rid of collisions for static props:set the collisions option in the prop's properties to not solid (Player will not be able to shot it, of course it wouldn't move if he could shot it.)
For physics props: Go to flags and check the debris flag.
Re: models for the effect of it
Posted by warlord on
Thu Jul 28th 2005 at 6:29pm
warlord
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nah thise arent gonna work. i know that theres somehting there, ive seen it done in cs_assault and cs_office
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: models for the effect of it
Posted by warlord on
Fri Jul 29th 2005 at 12:17am
Posted
2005-07-29 12:17am
warlord
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thanks reno! that clears everything up
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them