non-reconnecting rope

Discussion in 'Mapping Questions & Discussion' started by grazr, Sep 24, 2010.

  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    i have some rope that breaks for my final explosion but it doesn't reset in the new round.

    I tried setting up a command O/I to reset the state of the contraints on round end and start but it seems to have had no effect.
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I would posit that you can do nothing about it. There are a rare few things that are somehow created by the engine in a way that is inaccessible via the entity system or the round reset code. If something doesn't reset, it's likely one of these and you're screwed.
     
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  3. EArkham

    aa EArkham Necromancer

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    Confirming what Boojumsnark said.

    I had this same problem with a map for ZPS. I tried all sorts of wacky things ranging from parenting to physics tricks to get it to work, spending days just experimenting to see if anything would work. The bottom line is that a rope will not reset if it moves.

    Your options unfortunately are limited to not having it break, removing it entirely, or replacing it with a model (probably not an option since it's last minute for the artpass deadline). Though depending on how you're using it, maybe you could set up a trigger_wind to blow it around wildly so it at least reacts to the explosion.

    Kep
     
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  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I guess i could try using the null model and connecting the rope to that. That way i don't break the rope i just break the constraint between 2 physics models.

    Since TF2 doesn't have a problem reconnecting the payload to it's train this shouldn't be problematic.
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    It appears you guys were right. Once the move rope moves it doesn't want to magically teleport to its starting position even if the object it's attatched to is told to.