Quote from
Fracture on June 18, 2012, 3:39 am
I got falling brushes that drop into the water progressively in my map. The water doesn't react to them so i looked up splash effects and only found the env_splash. I attempted executing it but it does NOTHING. Someone mentioned env_water_splash but no such entity was found.
What do I do here?
If there are working models of tiles that can cause splashes all on their own when dunked, that would be an acceptable substitute... If i could locate such models in hammer.
I got falling brushes that drop into the water progressively in my map. The water doesn't react to them so i looked up splash effects and only found the env_splash. I attempted executing it but it does NOTHING. Someone mentioned env_water_splash but no such entity was found.
What do I do here?
If there are working models of tiles that can cause splashes all on their own when dunked, that would be an acceptable substitute... If i could locate such models in hammer.
Just when I think I understand the system, it changes on me.
Quote from
Fracture on June 18, 2012, 1:52 pm
I am currently just using move_linears. In retrospect it was a poor choice for flooring. I guess i can make them the anchor to parent models, but unfortunately the size of tile i want doesn't exist. they are one size larger than catapult_panel_gibs_01.mdl
EDIT: I just looked up func_physbox it does exactly what I need it to. I will just change all the tiles properties to func_brush, shift+drag them down a square, change the copies to func_physbox and remove the use flag and alter the input to the originals to KILL. The tiles will fall ever so dramatically and splash like fish.
Thanks for the help
I am currently just using move_linears. In retrospect it was a poor choice for flooring. I guess i can make them the anchor to parent models, but unfortunately the size of tile i want doesn't exist. they are one size larger than catapult_panel_gibs_01.mdl
EDIT: I just looked up func_physbox it does exactly what I need it to. I will just change all the tiles properties to func_brush, shift+drag them down a square, change the copies to func_physbox and remove the use flag and alter the input to the originals to KILL. The tiles will fall ever so dramatically and splash like fish.
Thanks for the help
Just when I think I understand the system, it changes on me.
Quote from
Fracture on June 18, 2012, 4:09 pm
oh that makes it way easier. I got an overload of friction errors that lagged the hell out of the game because they were still moving.
I never bothered to find out how to add outputs with triggers. What would be the correct way of adding such an output?
oh that makes it way easier. I got an overload of friction errors that lagged the hell out of the game because they were still moving.
I never bothered to find out how to add outputs with triggers. What would be the correct way of adding such an output?
Just when I think I understand the system, it changes on me.
Quote from
Fracture on June 18, 2012, 5:47 pm
i cant seem to get it to work. I think the line after addoutput might not be correct.
i cant seem to get it to work. I think the line after addoutput might not be correct.
Just when I think I understand the system, it changes on me.