Physics objects and collision effects
Quote from Robdon on October 29, 2011, 9:37 amHi,
I've got multiple func_physbox's (they are actually 'tiles')
If you constraint them with say a phys_ballsocket or something, when they move about I get smoke and sparks as they hit each other.
Is there any way to disable the collision effects of the smoke and sparks?
I couldn't find anything to do it.
Thanks,
Rob.
Hi,
I've got multiple func_physbox's (they are actually 'tiles')
If you constraint them with say a phys_ballsocket or something, when they move about I get smoke and sparks as they hit each other.
Is there any way to disable the collision effects of the smoke and sparks?
I couldn't find anything to do it.
Thanks,
Rob.
Quote from spongylover123 on October 29, 2011, 10:43 amRobdon wrote:Is there any way to disable the collision effects of the smoke and sparks?Try checking "Debris - Don't collide with the player or other debris" or "no collision until break" in flags
Try checking "Debris - Don't collide with the player or other debris" or "no collision until break" in flags
Quote from ChickenMobile on October 30, 2011, 1:59 amI know that with constraints you can set them to the same constraint_manager if they are on the same entity.
Why a ballsocket to attach a tile? why not a spring or a hinge, or even a straight constraint until you need it to break?
Source made a great physics engine. I have no idea why people haven't been fiddling around with phys_slideconstraints, springs or motors.
I know that with constraints you can set them to the same constraint_manager if they are on the same entity.
Why a ballsocket to attach a tile? why not a spring or a hinge, or even a straight constraint until you need it to break?
Source made a great physics engine. I have no idea why people haven't been fiddling around with phys_slideconstraints, springs or motors.
Quote from Robdon on October 30, 2011, 4:45 amHi,
Thanks for the replies guys.
After playing around with my 'idea', I've decided I still want the collision effects now.
When I first started, they looked weird, but now I think I'll keep them.
However, I'll take a look at the constraint things, as that could prove helpful in other areas.
Ta,
Rob.
Hi,
Thanks for the replies guys.
After playing around with my 'idea', I've decided I still want the collision effects now.
When I first started, they looked weird, but now I think I'll keep them.
However, I'll take a look at the constraint things, as that could prove helpful in other areas.
Ta,
Rob.

