Dynamic Panel
Quote from GameBurger on July 29, 2014, 8:19 amLets say I have a panel (prop_dynamic) placed near the wall. I want panel to "detach" from the wall and fall down when I step on it. Is there any way to do it?
Lets say I have a panel (prop_dynamic) placed near the wall. I want panel to "detach" from the wall and fall down when I step on it. Is there any way to do it?
Quote from josepezdj on July 29, 2014, 8:27 amYes, you can parent it to a func_physbox that at the beginning has the flag "Motion Disabled" checked (to later fire it the outptut "EnableMotion"), or even making directly a func_physbox with the shape and look (textures) of a panel
Yes, you can parent it to a func_physbox that at the beginning has the flag "Motion Disabled" checked (to later fire it the outptut "EnableMotion"), or even making directly a func_physbox with the shape and look (textures) of a panel
Quote from GameBurger on July 29, 2014, 8:27 amjosepezdj wrote:Yes, you can parent it to a func_physbox that at the beginning has the flag "Motion Disabled" checked (to later fire it the outptut "EnableMotion"), or even making directly a func_physbox with the shape and look (textures) of a panelThanks a lot!
Thanks a lot!
Quote from FelixGriffin on July 29, 2014, 11:17 amThe entity phys_convert will turn any entity into a physics entity when activated, so you can have your panel do animations like a prop_dynamic, then suddenly become a prop_physics and fall. I've used it on light bridges before to make them fall off the walls into a pit of goo.
The entity phys_convert will turn any entity into a physics entity when activated, so you can have your panel do animations like a prop_dynamic, then suddenly become a prop_physics and fall. I've used it on light bridges before to make them fall off the walls into a pit of goo.