help making a "rope bridge"- works in HL2, not in TF2?

(s2a) yahodahan

L3: Member
Apr 22, 2009
144
18
Hi all, another dead end I have hit, and once again turning to you to save me!

This time, I was hoping to create a "rope bridge", just like it sounds, with boards and ropes holding the boards, and very treacherous to walk on- especially if someone shoots it (egads!)

I found a vid tutorial here:
http://halflife2.filefront.com/file/Hammer_Rope_Bridge_Video_Tutorial;34029

Seems to work great in HL2, but no go for me so far in TF2 :( All I get is a slightly wobbly board that only barely reacts to shooting it, if at all, and the player freezes for a second or two when touching it, but isn't actually lifted/pushed/etc by the board. Also, if the board is moving a lot, it simply doesn't affect player at all. wahhh.... :(

My test procedure was:

1) Create single board for entire bridge span (about 30 feet)
2) Place pillars at each end (4 total pillars)
3) run ropes from each pillar to closest corner of main board
4) make the board into a "func_physbox"
5) parent each rope end to the board
6) set up phys_lengthconstraint for each rope, with the "attach 2" at the piller it is going into, and "entity 1" using the board

that's about it...exactly the same as that tutorial, yet no luck. Arg, I really thought this was going to be amazingly cool, but now I am heartbroken :(

thanks for any help!!!
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Physics and TF2 do NOT play well. There is WAY too much overhead in the physics calculation to use them in a multiplayer environment, that's where there is func_physbox_multiplayer and props_physics_multiplayer for the non-solid objects you can blast around (like the orange cones).

Basicaly, it's not going to happen.