Collision I/O
Quote from gallardo on December 2, 2012, 6:01 amHello everyone,
I'm trying to have a prop_phys that fires an output when it collides with other objects or wall/ceiling/floor.
At the moment (plan B), I have my prop_phys that breaks and fires OnBreak, and it's ok like this, except the object doesn't always break.
If the collision is too gentle or in other conditions, the object remains intact.So my questions:
1) is there something similar to an "OnCollision" output?
2) if not, is there a way to make an obj break in any case?Thanks!
Hello everyone,
I'm trying to have a prop_phys that fires an output when it collides with other objects or wall/ceiling/floor.
At the moment (plan B), I have my prop_phys that breaks and fires OnBreak, and it's ok like this, except the object doesn't always break.
If the collision is too gentle or in other conditions, the object remains intact.
So my questions:
1) is there something similar to an "OnCollision" output?
2) if not, is there a way to make an obj break in any case?
Thanks!

Quote from josepezdj on December 2, 2012, 7:39 amWhat about parenting a trigger brush to your prop_physics with the flag "physics objects" checked? Ten you can send the Onbreak output via the trigger to the prop_physics
What about parenting a trigger brush to your prop_physics with the flag "physics objects" checked? Ten you can send the Onbreak output via the trigger to the prop_physics
Quote from gallardo on December 2, 2012, 8:15 amMmm, not sure I've understood.
Do you mean a func_brush?
If yes, I think you mean the solidBSP key to check...
If yes, func_brush has no OnBreak..
But I bet I've understood nothing, sorry
Mmm, not sure I've understood.
Do you mean a func_brush?
If yes, I think you mean the solidBSP key to check...
If yes, func_brush has no OnBreak..
But I bet I've understood nothing, sorry
Quote from gallardo on December 2, 2012, 8:18 amOk, maybe you meant to use a trigger_multiple parented to the object, with the flag to filter other physic objects.
In that case, I still cannot detect when the object hit the scenery.
Ok, maybe you meant to use a trigger_multiple parented to the object, with the flag to filter other physic objects.
In that case, I still cannot detect when the object hit the scenery.

Quote from josepezdj on December 3, 2012, 3:10 amHi. Yes I meant whatever trigger brush, like for example the trigger_multiple.
I never checked about this, but if you say that the flag cannot detect models without a collision model, then I'd suggest you to try a func_clip_vphysics around the props that hasn't got collision model (I hope there are not many in your level
), maybe the clip is detected by the "Physics objects" flag.
In order to know which props has/hasn't got a collision model, just check in the nmodel viewer (inside hammer I mean > World model property) and check the box beside "collision model". It'll show a mesh made of red thin lines defining the collision model that the model has. If it doesn't show anything it's because it hasn't got any collisions
Hi. Yes I meant whatever trigger brush, like for example the trigger_multiple.
I never checked about this, but if you say that the flag cannot detect models without a collision model, then I'd suggest you to try a func_clip_vphysics around the props that hasn't got collision model (I hope there are not many in your level ), maybe the clip is detected by the "Physics objects" flag.
In order to know which props has/hasn't got a collision model, just check in the nmodel viewer (inside hammer I mean > World model property) and check the box beside "collision model". It'll show a mesh made of red thin lines defining the collision model that the model has. If it doesn't show anything it's because it hasn't got any collisions
Quote from CamBen on December 3, 2012, 10:10 amJust parent the physics object to a glass futbol, that thing always breaks. If it has an onbreak command, then:
Onbreak prop_physics(name) break
Just parent the physics object to a glass futbol, that thing always breaks. If it has an onbreak command, then:
Onbreak prop_physics(name) break
Aperture Science: We do our science asbestos we can!
Quote from Skotty on December 15, 2012, 9:09 pmTo make a prop_physics break always, I use the following tricks:
Flags:
Break on Touch
Break on PressureKeyvalues:
Impact damage type: Sharp
Override Parameters: health,1
To make a prop_physics break always, I use the following tricks:
Flags:
Break on Touch
Break on Pressure
Keyvalues:
Impact damage type: Sharp
Override Parameters: health,1
Quote from gallardo on June 8, 2013, 12:56 pmHello there,
I just returned to my map and unfortunately this trick doesn't workTo recap a bit, I'm trying to have a prop_phys that fires an output when it collides with other objects or wall/ceiling/floor.
The current approach uses a phys_object spawned at a certain speed and without gravity that breaks on collision.
it happens that if it collides with an almost parallel trajectory, it doesn't break and bounce away instead.
I'd like to avoid this behaviour but I don't know how.Any idea?
Thanks again
Hello there,
I just returned to my map and unfortunately this trick doesn't work
To recap a bit, I'm trying to have a prop_phys that fires an output when it collides with other objects or wall/ceiling/floor.
The current approach uses a phys_object spawned at a certain speed and without gravity that breaks on collision.
it happens that if it collides with an almost parallel trajectory, it doesn't break and bounce away instead.
I'd like to avoid this behaviour but I don't know how.
Any idea?
Thanks again