Falling Brushes

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Okay, so I have tried a couple things and still no success... :(

Basically here is the objective:

1) Payload reaches the end of the last point - works
2) Explosions go off and looks sweet - works
3) During explosion random blocks fall from the pyramid - not working

So here is what I did, "thinking" it would work, but it does not. Maybe someone can fill me in here I went wrong.

1) I made 16 blocks and made them func_brush(individually not in a group)
2) I named each func_brush, Brush1 through 16
3) I made 16 phys_constraint
4) I named each constraint falling_debris_1 through 16
5) I parented each brush to their corresponding constraint
6) I added a phys_constraintsystem and named it fallingsystem
7) I added the name of the phys_constraintsystem to each constraint system manager value
8) I added 16 outputs to my logic_relay telling each Falling_debris_1 through 16 to break once triggered. With delays matching the explosion times. It's in the same trigger as the explosion and the explosion works.
9) When the cart hits the final track_path and the explosion occurs, none of the pieces fall to the ground.


There is my problem, now I'm hoping someone will have a solution to it as I don't.
Thanks in advance to anyone who might know how to fix this. =)
 

Cameron:D

L6: Sharp Member
Sep 28, 2008
363
145
Try a func_physbox_mulitplayer, each brush a separate one, but with same name
One func_brush, named
One phys_constraint, named
A phys_explosion (put this in the middle of the pyramid, make it have a large radius

1. Set the phys constraints two entity properies to the physbox entity and the fuch_brush
2. When the cart gets to the end break the constraint. fire the explosion like 0.2/second later
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Try a func_physbox_mulitplayer, each brush a separate one, but with same name
One func_brush, named
One phys_constraint, named
A phys_explosion (put this in the middle of the pyramid, make it have a large radius

1. Set the phys constraints two entitys to the physboxes and the fuch_brush
2. When the cart gets to the end break the constraint. fire the explosion like 0.2/second later
3. ?????????
4. Profit?

I'm not gonna lie... that is very confusing to read. Lol I'm guessing english is not your native language. :p Umm... Maybe try to explain it a little better... Sorry:blushing:
 
Sep 12, 2008
1,272
1,141
Instead of func_brushes, use func_physbox_multiplayer entities. Let them all share the same name. Make a func_brush with a unique name (but I think you can use any entity, as long it's got a unique name), and a phys_constraint with a unique name. Make a env_physexplosion (also with a unique name I guess) and modify the properties to your needs, but set "Limit to Entity" to the name of your func_physbox entities.
Now first, in the phys_constraint, tie the "Entity 1" to your func_brush, and "Entity 2" to your phys_constraint's name.
You want your pyramid to explode when your payload reaches the end of the tracks, so give the last path_track and output called: OnPass - <nameofyourphys_constraint> - break - 0. Then give that path_track an other output: OnPass - <nameofyourenv_physexplosion> - explode - 0.2.
Test it out.
And hope that it works :D

Hope I this translation will do for you :p
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
That makes MUCH more sense. =) I'm gonna get on that right now and hope for the best! =D One thing though...

Instead of func_brushes, use func_physbox_multiplayer entities. Let them all share the same name. Make a func_brush with a unique name (but I think you can use any entity, as long it's got a unique name), ... ...
Now first, in the phys_constraint, tie the "Entity 1" to your func_brush, and "Entity 2" to your phys_constraint's name.
You want your pyramid to explode when you.

Why do i need a func_brush? i thought i was using func_physbox_multiplayer. and if so where do i put this func_brush to hide it and what is it doing?
 
Last edited:
Sep 12, 2008
1,272
1,141
The func_brush or any entity is just used as the first entity in the phys_constraint entity. So you can just put the func_brush or whatever it is, inside your pyramid, under the floor, in the sky, ... You can add an output on your final path_track: OnPass - <nameofyourfunc_brush> - kill - 0.5 or something like that. It's just used to keep your func_physbox_multiplayer entities on their place.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
7,669
You do not need the func_brush. Constraints only need two entities listed if they are both mobile. Leaving one blank will leave the other anchored to the world, which is what you want.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
You do not need the func_brush. Constraints only need two entities listed if they are both mobile. Leaving one blank will leave the other anchored to the world, which is what you want.

Okay, after testing, experimenting, and a couple of errors I finally got it! Thank you everyone and Boojum I'll make sure to delete that func_brush and get rid of it as one of the attached entities.