.:`=-~rANdOm~`-=:. Game Servers

Technology (Read Only) => Mapping => Topic started by: Cake Faice on February 19, 2011, 05:52:57 PM

Title: Hay jim, I nids help
Post by: Cake Faice on February 19, 2011, 05:52:57 PM
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?
Title: Re: Hay jim, I nids help
Post by: jimonions on February 19, 2011, 05:55:57 PM
try env_physimpact
Title: Re: Hay jim, I nids help
Post by: Peetah on February 19, 2011, 06:10:59 PM
Well since this is a pub thread. Why not I inb4? >:3
Title: Re: Hay jim, I nids help
Post by: Cake Faice on February 19, 2011, 06:26:18 PM
env_physimpact didn't work :(
Title: Re: Hay jim, I nids help
Post by: jimonions on February 19, 2011, 06:34:16 PM
vmf,pics,vid

I really dont recommend using fake dmm, source physics are wholly unreliable
Title: Re: Hay jim, I nids help
Post by: Cake Faice on February 19, 2011, 06:36:15 PM
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.