Wibbley Wobbley Floppy Turrets Falling off their platforms
Quote from CamBen on May 6, 2012, 1:25 pmFracture wrote:wait, what? my prop dynamics DID get fizzled. I also noticed i actually checked the box "fizzle everything" So thats what my problem was. DERP![]()
Thanks for the info.
Now i saw some youtube videos where people used what looked like monitors to see other parts of the map. What entities do that?
1 make a point_camera facing where you want the screen to show and name it.
2 find a screen model and put it on the wall.
3 make a brush w/ the moniter texture where the screen is (try searching it, I'm not sure what its called) and tie it to a func_moniter, and name it.
4 make a logic_auto that turns on/enables the func_moniter and turns on/enables the point_camera.got that from a valve map before I forgot where I installed my decompiler. o well. I can reinstall.

Thanks for the info.
Now i saw some youtube videos where people used what looked like monitors to see other parts of the map. What entities do that?
1 make a point_camera facing where you want the screen to show and name it.
2 find a screen model and put it on the wall.
3 make a brush w/ the moniter texture where the screen is (try searching it, I'm not sure what its called) and tie it to a func_moniter, and name it.
4 make a logic_auto that turns on/enables the func_moniter and turns on/enables the point_camera.
got that from a valve map before I forgot where I installed my decompiler. o well. I can reinstall.
Aperture Science: We do our science asbestos we can!
Quote from Groxkiller585 on May 6, 2012, 11:29 pmspongylover123 wrote:You can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".It actually IS possible (the fizzle bit) under 2 conditions:
A. it is parented to a prop_physics
B. it is converted to a physics prop via phys_convert.
However from testing this merely makes it dissapear not actually fizzle.
you can only fizzle physics only, "only".
It actually IS possible (the fizzle bit) under 2 conditions:
A. it is parented to a prop_physics
B. it is converted to a physics prop via phys_convert.
However from testing this merely makes it dissapear not actually fizzle.

Quote from spongylover123 on May 6, 2012, 11:48 pmGroxkiller585 wrote:spongylover123 wrote:You can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".It actually IS possible (the fizzle bit) under 2 conditions:
A. it is parented to a prop_physics
B. it is converted to a physics prop via phys_convert.
However from testing this merely makes it dissapear not actually fizzle.
true, but I mean't in common cases, should've been more specific.
these are special cases, that are used rarely.
you can only fizzle physics only, "only".
It actually IS possible (the fizzle bit) under 2 conditions:
A. it is parented to a prop_physics
B. it is converted to a physics prop via phys_convert.
However from testing this merely makes it dissapear not actually fizzle.
true, but I mean't in common cases, should've been more specific.
these are special cases, that are used rarely.
Quote from Fracture on May 7, 2012, 3:24 amwhat about turning a prop static into prop dynamic? And also i witnessed it actually fizzle. It was an Aperature brand piston.
But that is besides my current issue, that one was solved. I will attempt that try on the camera and monitor and see what happens.
what about turning a prop static into prop dynamic? And also i witnessed it actually fizzle. It was an Aperature brand piston.
But that is besides my current issue, that one was solved. I will attempt that try on the camera and monitor and see what happens.