Using prop_physics

cruizer

L2: Junior Member
Mar 6, 2008
52
0
Apparently in able to use various HL2 props in a TF2 map, prop_static doesn't work, it has to be prop_physics in order to show. Which is kinda cool because you can shoot them, bliow them up, and generally move them around. Works for me.

Problem is, all these props do is literally lay on the floor.
For example, I'm making a jail cell. When I place the prison toilet and prision sink in my map, I position them exactly where I want them. I can't use prop_static, they don't show up. So I use prop_physic.

When I run and compile the map, these object went from the place where I located them, to just laying on the floor. The sink is made to hang on the wall. Its in the same spot, just on the floor. The toilet has no flat bottom, so it just falls over.

Is there a way to keep these things anchored?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
? why arent you using prop_dynamic?
 

Benny

L1: Registered
Mar 16, 2008
16
1
Yes,you can try useing phys_constrait,and check out the Flags of the prop_physics.
Check the Motion Disabled one and the Start Asleep,now it wont move.

(Also it normal that some props only work as Physics,and some as static,check the info Tab in the Model Browser to see weither it works or not.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You'll want to go to this panel, and check the ticks i've painted in on ms paint. If it is multiplayer you might want to consider prop_physics_multiplayer.

phys.jpg
 

cruizer

L2: Junior Member
Mar 6, 2008
52
0
? why arent you using prop_dynamic?
Accoring to the info tab for these items prop_dynamic is not a function.

I've tried it, and like prop_static, they do not show up in game.

Benny and grazer,
Thanks for the info!
I'll give them a shot.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
If you want to force a physics prop to be a dynamic prop, make it a prop_dynamic_override. This will also make it less expensive to render.