Making a func_physbox rotate

Making a func_physbox rotate

Re: Making a func_physbox rotate Posted by kinase on Mon Jan 8th 2007 at 2:51pm
kinase
2 posts
Posted 2007-01-08 2:51pm
kinase
member
2 posts 0 snarkmarks Registered: Jan 8th 2007
I have a func_physbox which I'd like to have rotating in place on the start of a map but which could be picked up by a player with the grav-gun and thrown about like other physobjects. I've tried various things to no avail. Is anyone able to enlighten me as to how I can achieve this, because I'm stumped :sad: <br style="color: white;"><br style="color: white;">Any help would be greatly appreciated.<br style="color: white;"><br style="color: white;">Cheers<br style="color: white;"><br style="color: white;"><span style="color: yellow;">Kin<html><head><link rel="</span>stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Making a func_physbox rotate Posted by Captain P on Mon Jan 8th 2007 at 3:39pm
Captain P
1370 posts
Posted 2007-01-08 3:39pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
You can have a phys_torque target it, to give it a continual rotation, and keep it in place with a phys_ballsocket, giving it a low break force so the grav-gun can rip it from it's original position. Give the func_physbox an output, OnPhysGunPickup, to deactivate the phys_torque with. This will stop the rotation once the object has been picked up. Alternately, you can make the phys_ballsocket deactivate the torque, when it breaks. That would ensure the object stops rotating when it gets detached.
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Re: Making a func_physbox rotate Posted by kinase on Tue Jan 9th 2007 at 9:00am
kinase
2 posts
Posted 2007-01-09 9:00am
kinase
member
2 posts 0 snarkmarks Registered: Jan 8th 2007
Cheers for the reply Captain! I'll give it a try tonight.

Thanks