.:`=-~rANdOm~`-=:. Game Servers
Technology (Read Only) => Mapping => Topic started by: Cake Faice on February 19, 2011, 05:52:57 PM
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Or anyone for this matter.
Since I'm too lazy to post pictures, I r going to describe it.
1. I has a simple room with a grass ground and orange generic dev textures for walls.
2. I have a stand with a func_button on it. And a few meters away is a wall, chopped into bits, ready for Fake-DMM.
3. All the bits are func_physbox's. They all has 0 for strength, 0 for health over-ride, and 150 for Physics Impact force to override Motion.
4. Right next to them are env_explosions. With a magnitude of 250.
5. I has a button that has an output (explode) to the env_explosions.
6. When I press the button, I want the explosions to go off and toggle motion on the walls to make them fall down.
7. And so-far, that is not happening.
I dunno if the env_explosions are set correctly or if it's the wall bits. I just want it so when a player presses the button, it toggles an explosion on the walls, which toggle a physics explosion to send all the bits flying. And I dunt want the walls to enable motion if a player bumps into it or shoots it.
I can haz help?
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try env_physimpact
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Well since this is a pub thread. Why not I inb4? >:3
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env_physimpact didn't work :(
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vmf,pics,vid
I really dont recommend using fake dmm, source physics are wholly unreliable
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vmf,pics,vid
I really dont recommend using fake dmm, source physics are wholly unreliable
Beh, forget the DMM then. I'll just clip up a wall and make 1 section breakable instead of it just falling down. As in using with func_breakable.