Hi there, just found this site after beginning work on a few custom TF2 maps.
To cut to the chase, I am making a drawbridge on a castle style map. The drawbridge is a func_physbox that is tied to a func_movelinear with a phys_lengthconstraint.
The motion of the bridge is tied to a button right now (mostly for testing final functionality will be different). And the bridge moves and operates perfectly on its own.
The issue is that when the bridge is moving up (closing) players that jump on it will get stuck and then slowly fall through the object. Players that stand near the base of the bridge get stuck in it when it reaches a vertical position. When the bridge is LOWERING, you can jump on top of it and even run along it/jump off with no issues.
Ideally I want the bridge to crush players that get stuck under it but allow players to run along it even when it is in motion (up or down). I'm not worried yet about the peripheral issues (like players getting caught between the bridge and the wall) as those will be easy to fix later.
Any ideas out there?
To cut to the chase, I am making a drawbridge on a castle style map. The drawbridge is a func_physbox that is tied to a func_movelinear with a phys_lengthconstraint.
The motion of the bridge is tied to a button right now (mostly for testing final functionality will be different). And the bridge moves and operates perfectly on its own.
The issue is that when the bridge is moving up (closing) players that jump on it will get stuck and then slowly fall through the object. Players that stand near the base of the bridge get stuck in it when it reaches a vertical position. When the bridge is LOWERING, you can jump on top of it and even run along it/jump off with no issues.
Ideally I want the bridge to crush players that get stuck under it but allow players to run along it even when it is in motion (up or down). I'm not worried yet about the peripheral issues (like players getting caught between the bridge and the wall) as those will be easy to fix later.
Any ideas out there?