falling ceiling tiles
Quote from nightfire on April 10, 2008, 3:44 pmI have a map I am working on where a large pipe falls out of the celing causing a bunch of ceiling tiles to fall down. My problem is that since the celing tiles are phys_boxes they tend to get bound up on each other and the pipe. I have the tiles set up so that they are asleep until they get touched by any thing(in this case the pipe).
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.
I have a map I am working on where a large pipe falls out of the celing causing a bunch of ceiling tiles to fall down. My problem is that since the celing tiles are phys_boxes they tend to get bound up on each other and the pipe. I have the tiles set up so that they are asleep until they get touched by any thing(in this case the pipe).
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.
Quote from SaSuK3 on April 10, 2008, 4:45 pmI dont know. Do you know who make anything and fall of floor when you touch a brush or trigger? thanks. Luck with your question
I dont know. Do you know who make anything and fall of floor when you touch a brush or trigger? thanks. Luck with your question
Quote from NocturnalGhost on April 10, 2008, 4:56 pmnightfire 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"
The "debris" flag should take care of this. It's description says:
"Don't collide with the player or other debris"
Quote from nightfire on April 10, 2008, 6:34 pmSaSuK3 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?
You can do this with phys objects by setting a value in their "physics impact to override motion" property.
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?
Quote from NykO18 on April 10, 2008, 7:26 pmThere's also logic_collision_pair.
But it could be fairly complicated and long.
There's also logic_collision_pair.
But it could be fairly complicated and long.
Quote from nightfire on April 10, 2008, 8:16 pmwish you could do it for more than 2 entities at a time (naming multiple entities the same thing does not work with this one) but I think this will do what I am looking for.
wish you could do it for more than 2 entities at a time (naming multiple entities the same thing does not work with this one) but I think this will do what I am looking for.
Quote from NykO18 on April 11, 2008, 10:08 amRicotez wrote:Maybe you should try an env_explosion to blast the tiles away.Phys_explosion should be more accurate.
Phys_explosion should be more accurate.
Quote from Ricotez on April 11, 2008, 3:19 pmOh, 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?
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?
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