Cart as prop_physics_override?

Discussion in 'Mapping Questions & Discussion' started by Puddy, Jul 5, 2009.

  1. Puddy

    Puddy L1: Registered

    Messages:
    37
    Positive Ratings:
    1
    According to the newly released source files for goldrush and badwater; the cart model should be prop_physics_override.

    However, converting my prop_dynamic to such an entity makes the cart end up in weird places; not following the "train".

    How do I make it work properly?
     
  2. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

    Messages:
    401
    Positive Ratings:
    89
    Prop_dynamic as your cart previously was, does not react to physics objects.
    Prop_physics_override will go crazy if it collides with a physics object and tries to get pulled through it (following train)

    So you should make so that the train dosen't have any obstacles in the way.
    Or try lowering/raising path_track heights.


    Also you don't need to make the cart a prop_physics_override unless you have a explosion.
    That means for alphas without the cart falling anywhere, you can keep it dynamic.
     
  3. Puddy

    Puddy L1: Registered

    Messages:
    37
    Positive Ratings:
    1
    Does it go absolutely ape when it bumps into something; or when it knows it WILL bump into something (at map spawn)?

    When you say physics object; do mean an item/entity/brush with collision model or a prop_physics (or similar)?

    It's for a release; it was previously dynamic but now It's got to drop down a hole.
     
  4. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

    Messages:
    401
    Positive Ratings:
    89
    Well, it technically is a prop_dynamic that is forced to act like a prop_physics, that's what prop_physics_override means, And if you force a physics object to go through a physics object it will start spasming.
     
  5. Puddy

    Puddy L1: Registered

    Messages:
    37
    Positive Ratings:
    1
    It gets flipped to it's side and lies 10 metres away from where it should be in-game.

    And it starts in the open. Suggestions?
     
  6. Ninjilla

    Ninjilla L7: Fancy Member

    Messages:
    445
    Positive Ratings:
    55
    Make it float a wee bit? If it touches the ground and has to go, say uphill, it flys, I assume because so much force is pulling it.
     
  7. Puddy

    Puddy L1: Registered

    Messages:
    37
    Positive Ratings:
    1
    It's "floating". By that I mean it touches the tracks but not the ground (the tracks don't have collision).