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[SOLVED]Simple(?) question about func_physbox and fizzlers

So is there a way to fizzle a brush tied to func_physbox entity using fizzler(trigger_portal_cleanser)?
If not then is there a way around this? Thx in advance. :)

Doesn't it fizzle?

I thought it did. If it doesn't, then put a trigger_multiple around the fizzler, filter_activator_class func_physbox, !activator addoutput targetname todissolve, env_entity_dissolver dissolve todissolve.

Falsi sumus crusto!
FelixGriffin wrote:
Doesn't it fizzle?

I thought it did. If it doesn't, then put a trigger_multiple around the fizzler, filter_activator_class func_physbox, !activator addoutput targetname todissolve, env_entity_dissolver dissolve todissolve.

Thanks for the tip but a direct copy from the Env_entity_dissolver wiki page says:

"This entity will not work on brush entities"

Oops, I forgot about that. Try a trigger_physics_trap?

Falsi sumus crusto!
FelixGriffin wrote:
Oops, I forgot about that. Try a trigger_physics_trap?

That didn't work either :/

But it scared the crap out of me when I was testing it the first time and I carried a func_physbox in it to see if it works and for some reason it(trigger_physics_trap) made a loud electrical noise and killed me. :lol:

Did you already changed the flags of the portal cleanser/physics trap to Physic Props or, just for testing, Everything?

I never got that to work either. "Normal" physic pbjects like cans or chairs fizzled but physboxes didn't. But as a work-around you can add a trigger very close to the fizzler and make it OnTrigger Break the !activator.

I just tested it, and it really doesn't work on any way.

You could give the illusion of a breaking object by changing it's colour to black (timer and math counter) and use a trigger_vphysics_motion - this could also provide these sparks around the object.

Thanks to everyone for their replies. I think I'll use zivi7's method since that does best what I'm looking for, but it's good to know your method too skotty, in case I run into this same kind of problem again.