how to make a rope/cable..

how to make a rope/cable..

Re: how to make a rope/cable.. Posted by Hashbrown on Thu Aug 3rd 2006 at 5:43am
Hashbrown
35 posts
Posted 2006-08-03 5:43am
35 posts 14 snarkmarks Registered: Aug 1st 2006 Occupation: School Location: united states (sadly..)
Ok, i searched on Snark and on other tutorial websites and i couldnt
find anything. actually i found one forum thread but it didnt say how
to make it, and it had broken links. so if you wouldnt mind.. how do i
make a cable that goes from ony light (which will be a prop_static) to
another light, and then to another, and so on. thanks and im sorry if i
wasnt supposed to post something that was already posted but as i said
i couldnt find how to do it :sad: thanks in advance
yeah.. I said it. I snort pixie stix, and its exactly what it looks like, no matter what the situation or the excuse, its always what it looks like..
Re: how to make a rope/cable.. Posted by Vitani on Thu Aug 3rd 2006 at 10:05am
Vitani
11 posts
Posted 2006-08-03 10:05am
Vitani
member
11 posts 1 snarkmarks Registered: Aug 2nd 2006 Occupation: Programmer Location: England
You use multiple move_rope entities.

name your first point "rope_a_1"
your second point "rope_a_2"
then make set the NextKeyFrame property of rope_a_1 to rope_a_2

repeat this until you have all your points, then what you want to do is set the amout of slack you want - this is how much the rope will hang from the ceiling.

For a second rope, use the name rope_b_1/2/3/etc

Hope that makes sence!
If you can dream it, you can do it - Moo Power!
Re: how to make a rope/cable.. Posted by Stadric on Thu Aug 3rd 2006 at 4:32pm
Stadric
848 posts
Posted 2006-08-03 4:32pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Or if you want to be lazy about it, start off with a move_rope entity, then continue it with a keyframe_rope, which you can copy using shift+drag, and it will automatically continue the rope.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: how to make a rope/cable.. Posted by Hashbrown on Thu Aug 3rd 2006 at 5:50pm
Hashbrown
35 posts
Posted 2006-08-03 5:50pm
35 posts 14 snarkmarks Registered: Aug 1st 2006 Occupation: School Location: united states (sadly..)
Thanks guys, works just fine.
yeah.. I said it. I snort pixie stix, and its exactly what it looks like, no matter what the situation or the excuse, its always what it looks like..
Re: how to make a rope/cable.. Posted by Hashbrown on Fri Aug 4th 2006 at 5:01pm
Hashbrown
35 posts
Posted 2006-08-04 5:01pm
35 posts 14 snarkmarks Registered: Aug 1st 2006 Occupation: School Location: united states (sadly..)
ok just one more thing for the rope part but its more a question about
env_spark.. i made a env_spark entity and i made it have a max delay of
3, magnitude of small, and spark trail legnth of medium. then i set its
parent to the endpoint of a rope hanging from another endpoint. but
when i compiled and ran the map to test it, the sparks didnt work at
all. the ropes were perfect but NO f**kING SPARKS!! any idea on how to
make the sparks work?
yeah.. I said it. I snort pixie stix, and its exactly what it looks like, no matter what the situation or the excuse, its always what it looks like..
Re: how to make a rope/cable.. Posted by Dark_Kilauea on Fri Aug 4th 2006 at 5:20pm
Dark_Kilauea
629 posts
Posted 2006-08-04 5:20pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Make sure to check the start on flag.
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: how to make a rope/cable.. Posted by Hashbrown on Fri Aug 4th 2006 at 5:51pm
Hashbrown
35 posts
Posted 2006-08-04 5:51pm
35 posts 14 snarkmarks Registered: Aug 1st 2006 Occupation: School Location: united states (sadly..)
haha, something so simple.. then again ive never tried to make a
env_spark entity.. but its a mistake that wont happen again. thanks.
yeah.. I said it. I snort pixie stix, and its exactly what it looks like, no matter what the situation or the excuse, its always what it looks like..