Re: low gravity for props
Posted by warlord on
Sat Mar 18th 2006 at 6:49am
warlord
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i know you can make props fly around a little more, ive seen servers (particularlly ones playing 24/7 office)
where shooting props make them move much further than usual.
im trying to get just one map to do that. ive alreaddy figured out the point_servercontrol entity now i just need the commands to do it.
(turning down gravity doesent seem to do it)
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: low gravity for props
Posted by warlord on
Sun Mar 19th 2006 at 10:52pm
Posted
2006-03-19 10:52pm
warlord
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well im not seeing a vphysics entity on css
so im trying to make a physics model with a low mass instead. however cannot get the model to compile. it says there isnt an .obj file but i cannot find anything mentioning that
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: low gravity for props
Posted by warlord on
Mon Mar 20th 2006 at 6:42am
warlord
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ive tried setting the mass scale to all sorts of numbers: 1, 0.1, 0.01, 0.0001
the farther i go the less a bullet makes it move, and the higher it is the lass it moves all together.
what i am trying to do is make like a beach ball so when you shoot it it will fly all over the place.
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: low gravity for props
Posted by poisonic on
Wed Mar 22nd 2006 at 5:13pm
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i could model a beachball :smile: how big does it need to be? just give the textures and i model the ball ..... do the qc script and i comile it for you :smile:
so it needs to be a light ball :smile: is a mass of 200 light enough?
just write the specs of the ball prop and i model the ball for a little bit credit in your map :biggrin:
Re: low gravity for props
Posted by warlord on
Wed Mar 22nd 2006 at 8:36pm
warlord
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nevermind i got the model to work, it was a matter of slashes and directories.
however i still cannot get it to move great distances from being shot at
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: low gravity for props
Posted by sniper1418 on
Fri Mar 24th 2006 at 4:57pm
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make the mass scale something like .00000001
that might work
Re: low gravity for props
Posted by warlord on
Sun Mar 26th 2006 at 5:49pm
warlord
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nope diddnt work.
i think its a console command like hys_timescale and a combination of others, but i dont know what that combination is
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: low gravity for props
Posted by fishy on
Sun Mar 26th 2006 at 10:28pm
Posted
2006-03-26 10:28pm
fishy
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the thing is, no matter how hard you hit a beachball in real life, it'll never fly off at high speeds or reach great distances. it's like trying to throw expanded polystyrene.
if you were to give the ball a smaller physics model instead of less weight, it would make it harder to hit with bullets, but it would also make it go further when you did hit it, or when it was caught in an explosion.
i eat paint
Re: low gravity for props
Posted by warlord on
Tue Mar 28th 2006 at 6:08pm
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tis a shme then cause i might have to abandon the whole thing :sad:
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: low gravity for props
Posted by PackRat on
Wed Mar 29th 2006 at 6:22am
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usually if props fly further in a particular server its because the admin has changed the phys_pushscale value.
upping this value will cause bullets/impacts to have a much greater effect on props