Chaning props physics and automaticly respawning them

Random

L1: Registered
Aug 19, 2008
6
0
I am new to the world of mapping, started today in fact.

The problem I am having is with the first map I made, it is basically a game of pyro volleyball. There is a 'net' in the middle with an object on top and on each side the pyro's have to try and keep the object airborne using compression blasts. So far I have everything made apart from the the prop.

I want to prop to be light enough so that a compression blast will push it, I tried using Mass Scale when using prop_physics_multiplayer and changing it to 0.001 but it still won't work (moves when shot but not with the compression blast). This is my first problem, I need to find some way to make an object light enough to be hit by a compression blast and float down to the ground slower than normal without affecting the gravity for everyone else.

The second one is trying to get the prop to respawn when it does hit the floor. I have read all the tutorials I could find on respawning props but they all work with buttons etc. and as the default TF2 has no use key I was looking for a way to get round it.

If anyone can help me with these two problems I would be very grateful.
 

Random

L1: Registered
Aug 19, 2008
6
0
Just tried using prop_physics but it still doesn't work. Is there something else that makes stuff get pushed back by a pyro's compression blast?
 
Dec 25, 2007
566
439
prop_physics_multiplayer perhaps?

But it's quite possible that the airblast is coded to only interact with other players and certain projectile weapons.
 

Random

L1: Registered
Aug 19, 2008
6
0
Tried that as well and still nothing. I try and research how the airblast works see if I can find out. Thanks for the help.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
this may not work, but can't you make an NPC bot the ball?
 

Random

L1: Registered
Aug 19, 2008
6
0
The problem is then only one team could push it, unless there is a way to make a neutral bot, or maybe somehow graft two bots from different teams inside the same entity... I will look into it.