Making yodeller fall off cliff.

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
For my map, at the end, the yodeller falls off a cliff. What entity can I use to make this happen? :D
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
func_physbox the yodeller, then make a trigger_push in the direction of off the cliff and disable it. When the objective is met, enable the trigger_push. Make sure the trigger_push has a flag for physics objects :)
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Here are the flags for trigger_push:

Flags

1 : Applies to Clients
2 : Applies to NPCs
4 : Applies to Pushables
8 : Applies to Physics Objects
16 : Applies to Player Ally NPCs
32 : Applies to Clients in Vehicles
64 : Applies to Everything
512 : Applies to Clients not in Vehicles
1024 : Applies to Physics debris
128 : Once Only
256 : Affects Ladders (Half-Life 2)

You want 8, and I think only 8.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Flags

1 : Only Break on Trigger - This entity will only break when it receives an input.
2 : "Break on Touch - This entity will break when collided with.
4 : "Break on Pressure - This entity will break when pressure is applied to this entity.
512 : Break immediately on Physics - This entity will break when it hits the ground, if it is attached to a physics entity.
1024 : Don't take physics damage - This entity will not break when dropped with physics, no matter what.
4096 : Start Asleep
8192 : Ignore +USE for Pickup
16384 : Debris - Don't collide with the player or other debris
32768 : Motion Disabled
65536 : Use Preferred Carry Angles
131072 : Enable motion on Physcannon grab
262144 : Not affected by rotor wash
524288 : Generate output on +USE
1048576 : Physgun can ALWAYS pick up. No matter what. [Episode One Update]
2097152 : Physgun is NOT allowed to pick this up. [Episode One Update]
4194304 : Physgun is NOT allowed to punt this object. [Episode One Update]


I think only 1024 would be a good choice, prevents breakage.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Also, you're probably going to want to disable the cart model at that point, and have the falling model start in the same place.
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
OR you could be cool and put an env_explosion near him and blows him off the cliff instead of pushing. :)
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
I parented the yodel model to phys and the phys to the train. Except the game immediately shuts off on map.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I assume the cart has a required model field? I really think the best thing to do would have the phys be at the end, and just deactivate your yodel cart model and activate the phys one at the end of the round.
 
Dec 25, 2007
566
440
But you can use a phys_constraint to keep them attached to another object. This is how it's done in goldrush, for example, as the bomb cart is a prop_physics_override. After capping C, the constraint is disabled so the bomb can free-fall into the pit and explode.