no disablemotion?
Quote from gallardo on September 27, 2011, 8:17 amIt's not available in hammer for the prop-weighted-cube but present ingame via console (ent_fire !picker for example).
I remember I've seen the issue before, but still worked, at least until now, since I've a button with "box* disablemotion" and it doesn't work.mmmm....
It's not available in hammer for the prop-weighted-cube but present ingame via console (ent_fire !picker for example).
I remember I've seen the issue before, but still worked, at least until now, since I've a button with "box* disablemotion" and it doesn't work.
mmmm....
Quote from spongylover123 on September 27, 2011, 8:22 amDisable motion? What do you mean, boxes can't move.
Disable motion? What do you mean, boxes can't move.
Quote from gallardo on September 27, 2011, 8:36 am... it's hard make it work when you compile mapversion4 but ingame you test mapversion3...
... it's hard make it work when you compile mapversion4 but ingame you test mapversion3... ![]()
Quote from spongylover123 on September 27, 2011, 9:36 amWhat? Can you explain what you mean by disable motion?
What? Can you explain what you mean by disable motion?
Quote from Skotty on September 27, 2011, 12:38 pmDisable Motion means, the physics for the object are turned off. This means, the cube will just freeze wherever it is and it won't move until motion is enabled.
Disable Motion means, the physics for the object are turned off. This means, the cube will just freeze wherever it is and it won't move until motion is enabled.
Quote from spongylover123 on September 27, 2011, 12:42 pmAh, now I get it, prop_weighted cube doesn't have that flag or output but prop_physics does.
Just look up the model for prop weighted cube.
Ah, now I get it, prop_weighted cube doesn't have that flag or output but prop_physics does.
Just look up the model for prop weighted cube.
Quote from Pete on September 27, 2011, 3:47 pmspongylover123 wrote:Ah, now I get it, prop_weighted cube doesn't have that flag or output but prop_physics does.
Just look up the model for prop weighted cube.Well gee, that'll work exactly until you need the cube to actually do anything. That being said, guessing by this
gallardo wrote:... it's hard make it work when you compile mapversion4 but ingame you test mapversion3...the problem is already solved.
Just look up the model for prop weighted cube.
Well gee, that'll work exactly until you need the cube to actually do anything. That being said, guessing by this
the problem is already solved.
Quote from spongylover123 on September 27, 2011, 4:07 pmPete wrote:spongylover123 wrote:Ah, now I get it, prop_weighted cube doesn't have that flag or output but prop_physics does.
Just look up the model for prop weighted cube.Well gee, that'll work exactly until you need the cube to actually do anything. That being said, guessing by this
gallardo wrote:... it's hard make it work when you compile mapversion4 but ingame you test mapversion3...the problem is already solved.
Well if you need to use the cube just do this,
BUTTON: OnPressed - cube - skin - 2
Fizzle:The radio is now complete!
If you are using fizzler on your map, then:
Create an ambient_generic entity and place it inside the fizzler. Name it box_sound_fizzle
Make the radio_sound_fizzle's Sound Name UpdateItem.Fizzle.
Create a filter_activator_name. Name it box_filter. Set Filter Name to radio_1.
Create a trigger_once with the same size and same position as the trigger_portal_cleanser, set the filter to box_filter and set the following outputs:
Output named Target entities Via this input Parameter Delay
OnStartTouch radio_sound_1 StopSound 0.00
OnStartTouch radio_sound_fizzle PlaySound 0.00-from developer wiki
Just look up the model for prop weighted cube.
Well gee, that'll work exactly until you need the cube to actually do anything. That being said, guessing by this
the problem is already solved.
Well if you need to use the cube just do this,
BUTTON: OnPressed - cube - skin - 2
Fizzle:
The radio is now complete!
If you are using fizzler on your map, then:
Create an ambient_generic entity and place it inside the fizzler. Name it box_sound_fizzle
Make the radio_sound_fizzle's Sound Name UpdateItem.Fizzle.
Create a filter_activator_name. Name it box_filter. Set Filter Name to radio_1.
Create a trigger_once with the same size and same position as the trigger_portal_cleanser, set the filter to box_filter and set the following outputs:
Output named Target entities Via this input Parameter Delay
OnStartTouch radio_sound_1 StopSound 0.00
OnStartTouch radio_sound_fizzle PlaySound 0.00
-from developer wiki
Quote from Pete on September 27, 2011, 4:19 pmThat... still wouldnt solve the fact you cant actually pick up prop_physics boxes, and they cant activate buttons, either. Though I suppose you could work around both of these, if you wanted to.
That... still wouldnt solve the fact you cant actually pick up prop_physics boxes, and they cant activate buttons, either. Though I suppose you could work around both of these, if you wanted to.
Quote from Skotty on September 28, 2011, 12:43 pmprop_weighted_cube supports the same flags like prop_physics I belive. You just could activate the flags you want in a prop_physics, go to keyvalues, disable SmartEdit and copy the spawnflag value to the spawnflag value of the prop_weighted_cube.
Just because there is no flag or some missing in and outputs it doesnt mean that it dont work. It will work, but you just cant see it in Hammer! The game is what tells you what works and what not, not Hammer.
prop_weighted_cube supports the same flags like prop_physics I belive. You just could activate the flags you want in a prop_physics, go to keyvalues, disable SmartEdit and copy the spawnflag value to the spawnflag value of the prop_weighted_cube.
Just because there is no flag or some missing in and outputs it doesnt mean that it dont work. It will work, but you just cant see it in Hammer! The game is what tells you what works and what not, not Hammer.
