Please or Register to create posts and topics.

falling ceiling tiles

Page 1 of 2Next

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.

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 :)

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?

thanks nightfire, i try tomorrow.

PD: this forum is great ^^ Regards

There's also logic_collision_pair.
But it could be fairly complicated and long.

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.

Maybe you should try an env_explosion to blast the tiles away.

Image

"Duct Tape is the answer."
Ricotez wrote:
Maybe you should try an env_explosion to blast the tiles away.

Phys_explosion should be more accurate.

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?

Image

"Duct Tape is the answer."
Page 1 of 2Next