If there was way to make them not collide with each other but still collide with the pipe and the rest of the world. that would be awesome. Or if you can think of a better way all together that would be good too.
falling ceiling tiles
nightfire wrote:
make them not collide with each other but still collide with the pipe and the rest of the world.
The "debris" flag should take care of this. It's description says:
"Don't collide with the player or other debris"
SaSuK3 wrote:
I dont know. Do you know who make anything and fall of floor when you touch a brush or trigger?
You can do this with phys objects by setting a value in their "physics impact to override motion" property.
NocturnalGhostThe wrote:
"debris" flag should take care of this.
Well you are right that did solve a large part of my problem. however The tile pieces that get trapped under the part of the pipe that is touching the floor tend to shuffle around for a few seconds and then shoot out at a high speed. Is there a way to avoid this?
PD: this forum is great ^^ Regards
But it could be fairly complicated and long.
Ricotez wrote:
Maybe you should try an env_explosion to blast the tiles away.
Phys_explosion should be more accurate.
...or was it info_particlesystem?
Ricotez wrote:
Oh, well, entity names have never been my strongest points, you just don't wanna know how often I'm searching for point_particlesystem whilst it's env_particlesystem......or was it info_particlesystem?
With the new Hammer, just type "particle" and it'll find it for you ^^