Floating Ragdoll
Quote from beecake on January 23, 2012, 12:31 pmIs there any way so i can make a ragdoll float in the air? There is one prop that can be used as a ragdoll, and i want it to hang in the air. Actually parented to a func_track_train which follows the player. But first thing is to make the ragdoll have a point which the center of the ragdoll is tied to... does anyone know this?
After that. Any way how to make an info_target parent to the player?
Is there any way so i can make a ragdoll float in the air? There is one prop that can be used as a ragdoll, and i want it to hang in the air. Actually parented to a func_track_train which follows the player. But first thing is to make the ragdoll have a point which the center of the ragdoll is tied to... does anyone know this?
After that. Any way how to make an info_target parent to the player?
Quote from Robdon on January 23, 2012, 2:55 pmHi,
Cant you just parent the ragdoll to the train?
As for the info_target, you need to use a logic_auto and on mapspawn call the SetParent property of the info_target and assign it to !player
It only works in a logic_auto, and not if you put it directly into the info_target parent property in hammer.
Rob.
Hi,
Cant you just parent the ragdoll to the train?
As for the info_target, you need to use a logic_auto and on mapspawn call the SetParent property of the info_target and assign it to !player
It only works in a logic_auto, and not if you put it directly into the info_target parent property in hammer.
Rob.
Quote from Robdon on January 23, 2012, 3:12 pmYeah, parenting will make it move, but it will probably be a bit 'rigid'.
Maybe try using a phys_ballsocket or phys_hinge to make it move a bit more freely, depending on what you want to do.
Rob.
Yeah, parenting will make it move, but it will probably be a bit 'rigid'.
Maybe try using a phys_ballsocket or phys_hinge to make it move a bit more freely, depending on what you want to do.
Rob.
Quote from ChickenMobile on January 24, 2012, 3:32 amtry using a phys_constraint (that that usually acts like it is parented anyway)
try using a phys_constraint (that that usually acts like it is parented anyway)
Quote from beecake on January 24, 2012, 5:05 amIll try both... anyway is there a way that i can make the track_train avoid colliding with walls? So it chooses a way to get to the point without colliding?
Ill try both... anyway is there a way that i can make the track_train avoid colliding with walls? So it chooses a way to get to the point without colliding?
Quote from beecake on January 24, 2012, 9:55 amDang it... i wanted to make the train follow the player, but if the player goes behind a corner it will go directly through it i guess
Dang it... i wanted to make the train follow the player, but if the player goes behind a corner it will go directly through it i guess

