I'm trying to make a physics-enabled prop that players can knock around. This part is easy, but fine tuning the behavior to get exactly I want is proving to be pretty difficult.
When using melee or explosives to push a physics object around, it appears Source and/or TF2 scales how much momentum the object picks up based on its physical size. This means two objects with identical mass properties but different sizes will move differently.
For example, if you put in the scout soccer ball at its default size and melee it, it flies around quite a bit. If you scale it up 4 times and try again, it barely moves. This holds true both if I scale the model in the qc file, or in Hammer via the scale override. Setting the other values (mass, inertia, damping) doesn't seem to have any influence on this behavior.
Does anyone know a way around this? I basically want a very large object to respond to explosions as if it were a very small object.
When using melee or explosives to push a physics object around, it appears Source and/or TF2 scales how much momentum the object picks up based on its physical size. This means two objects with identical mass properties but different sizes will move differently.
For example, if you put in the scout soccer ball at its default size and melee it, it flies around quite a bit. If you scale it up 4 times and try again, it barely moves. This holds true both if I scale the model in the qc file, or in Hammer via the scale override. Setting the other values (mass, inertia, damping) doesn't seem to have any influence on this behavior.
Does anyone know a way around this? I basically want a very large object to respond to explosions as if it were a very small object.