Multiplay Physics Objects in map.. how to?

Discussion in 'Mapping Questions & Discussion' started by efciem, Apr 28, 2008.

  1. efciem

    efciem L69: Deviant Member

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    Hey

    Ok so here's the general Idea,


    There is an elevator exit doorway with 2 cliffs on either side,

    30 yards or so straight ahead of the elevator is a bunker

    Along one or both sides of the cliffs up high I want a bunch of Rock Chunks that are stuck to the cliffs..

    And when these rocks are shot at , they tumble down onto the ground below to they land inbetween the elevator and the bunker, effectively cutting off direct line of sight between the elevator and the bunker.


    So whats my best way to approach this?

    Do I make several Rock chunk models and import them for use in hammer? what type of props/triggers do i need to implement so they fall only when shot at?

    Or should they be chunks made from brushes?...



    any input or ideas would be greatly appreciated as I work this out..
     
  2. YM

    aa YM LVL100 YM

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    You'd best make them a prop_physics_multiplayer and one of the flags I think its "start freezed" and "unfreeze on damage" just check those and I think it should work. if not make a logic_auto and tell it to freeze them in place (disable motion or something) onMultiRoundStart and then have a button with the invisible texture around them and set that to activate on damage (one of the keyvalues) and then tll it to unfreeze(enable motion? - this is all off the top of my head so you will have to tweak the names of actions no doubt) the prop_physics_multiplayer on trigger and then they will tumble
     
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  3. efciem

    efciem L69: Deviant Member

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    sounds about right..

    Ok both sound about right i'll test it out

    So Im thinking Visually , custom models for the rock chunks are likely a better approach then attempting to make decent looking chunky rock bits from brushes..

    agreed?
     
  4. YM

    aa YM LVL100 YM

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    Well you could make some pretty decent ones out of displacements, but you can't tie a displacement to an entity so they'd be static, which of course useless so making some models is the best way to go. (and how hard can modeling a rock be???)
     
  5. efciem

    efciem L69: Deviant Member

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    lol yea i dont presume modeling some rocks will be all that difficult. but thinking further down the line, I will have to texture it with a similar material to that of the cliffs. So we'll see what I can come up with.

    Thanks again for the help
     
  6. Foreverkul

    Foreverkul L4: Comfortable Member

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    Make them func_physbox...?
     
  7. YM

    aa YM LVL100 YM

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    Can't tie displacements to entities. at all

    So they'd either have to be brushes(yuck!) or models