making a ball

lunarpumpkin

L2: Junior Member
Aug 31, 2016
72
15
so , i have a custom model of a ball...

what now?

i make it physic_override and the thing wont give a shit about people touching it or shooting it or using +use on a +use enabled server.

i tried reducing its mass and increasing the damage scale , the thing still grounded like a boulder that tilt slightly when hit with explosives or by direct hits from stickies
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Made a simple map with a ball in it using the stock tf2 beachball. Check out this vmf.
You should be able to replace the ball with the custom model and it should work as far as I know.
 

lunarpumpkin

L2: Junior Member
Aug 31, 2016
72
15
there is a huge ball made of nodraw .... with over 240 faces on it , the compiler cant run that
 

lunarpumpkin

L2: Junior Member
Aug 31, 2016
72
15
the ball witht he 240 faces is considered a brush its nto even a prop , beside im lookign to make it lightweight because iw ant alot of balls int he map , i foudn env shooter and settign the entity made as physic kind of work with +use but its not affected by player touches and damage
 

lunarpumpkin

L2: Junior Member
Aug 31, 2016
72
15
k so i found out
phys prop setting ot server side physic actually move rather than being a boulder
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
still cant find a way to make the ball kickable @gmod style
TF2 physics, mainly those of player-prop interactions, are quite stripped down from what you'll find in HL2 and Gmod. As such, the only way to interact with physics objects is through shooting them (or using a coded object, like the pass time ball).
 

lunarpumpkin

L2: Junior Member
Aug 31, 2016
72
15
but the beach ball and the scout's soccer ball are kickable , both are generated entities and i dont want logic birthday in my map ... rip ball pit then