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Make a prop_dynamic so I can pick it

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So i have a radio model on a prop_dynamic. What do I do so I can pick it up ?

Why not make it a prop_physics_override? I think if you do that you can pick it up and parent a sound to it.

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You can just pick up prop_physics or prop_physics_override.

Override means, you have to use prop_physics_override with models that are not compiled for physics.

Vordwann wrote:
Why not make it a prop_physics_override? I think if you do that you can pick it up and parent a sound to it.

THX! I don`t know a lot of entites but I`m tring to learn.

The 'info' tab in model browser in Hammer will have tick boxes to show you if the model is static, physics or dynamic. Like Skotty said above, you will need to use prop_physics_override for static or dynamic models, and regular prop_physics for stuff with the 'physics' tick box.

Here's an example of a chair model..

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In the above case, you would have to use override if you wanted this model to be pickup-able.
Other models that have 'physics' checked means you can use regular prop_physics

Hope this helps.

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"Such monstrous sucking-constructions aren't built within one afternoon"

Quick point on prop_physics_override, watch the mass of the object. The player can only pick up objects with a mass of 70 or so or less. Also in the info tab on the model browser is the listing of how much mass an object has, and it doesnt always make sense, for instance theres a table with a mass of 1 and a chair with a mass of 113. To get around this, use the field "mass scale" in the entities properties, this lets you change the mass; the mass ends up being the original mass multiplied by this number.
Hope this helps, its something that caught me out at first.

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I think in terms of boolean variables. Generally, it makes things easier.

Interesting! Do negative values subtract from the mass?

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"Such monstrous sucking-constructions aren't built within one afternoon"
RufusThorne wrote:
Interesting! Do negative values subtract from the mass?

Well seeing if you want to make the mass lighter you put something like 0.05, I think minus numbers would crash the game. Correct me if I'm wrong.

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chickenmobile wrote:
RufusThorne wrote:
Interesting! Do negative values subtract from the mass?

Well seeing if you want to make the mass lighter you put something like 0.05, I think minus numbers would crash the game. Correct me if I'm wrong.

Yes, that is how you make the mass lighter, and no ive tried it and it doesnt crash the game. It seems to just ignore the negative sign completely. (which is a bit of a shame, floating physics objects could have been cool)

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I think in terms of boolean variables. Generally, it makes things easier.

if you make the mass multiplier zero, do they have no gravity?

My Maps:
[spoiler][SP] Alternate[/spoiler]
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