Prop_dynamic issues
Quote from portal2tenacious on June 29, 2012, 5:00 pmOK, I've looked for this for a while, but I couldn't find anything. When ever I place a prop_dynamic in hammer it shows up and everything works fine. When I compile and start the game, it disappears. If anyone knows what's causing this, please respond.
OK, I've looked for this for a while, but I couldn't find anything. When ever I place a prop_dynamic in hammer it shows up and everything works fine. When I compile and start the game, it disappears. If anyone knows what's causing this, please respond.
Quote from FelixGriffin on June 29, 2012, 5:07 pmWhich model are you using? Physics models cannot be used as prop_dynamics. They work fine in Hammer, then vanish. Use prop_dynamic_override instead.
Same with dynamic props being used with physics. Use prop_physics_override.
Which model are you using? Physics models cannot be used as prop_dynamics. They work fine in Hammer, then vanish. Use prop_dynamic_override instead.
Same with dynamic props being used with physics. Use prop_physics_override.
Quote from Lpfreaky90 on June 29, 2012, 7:21 pmalways check the info tab if your model can be a prop_dynamic.
If you can't you should consider if it really needs to be a prop_dynamic. If it REALLY MUST be a prop_dynamic you can always use prop_dynamic_override.
always check the info tab if your model can be a prop_dynamic.
If you can't you should consider if it really needs to be a prop_dynamic. If it REALLY MUST be a prop_dynamic you can always use prop_dynamic_override.

Quote from josepezdj on June 30, 2012, 10:58 amSome models, for example the chairs you put into the observation rooms, must be prop_physics; if you made them prop_dynamic the compile warns you that they should be prop_physics and remove them automatically. Have you received any warning message when compiling?
Some models, for example the chairs you put into the observation rooms, must be prop_physics; if you made them prop_dynamic the compile warns you that they should be prop_physics and remove them automatically. Have you received any warning message when compiling?
Quote from portal2tenacious on June 30, 2012, 1:09 pmjosepezdj wrote:Some models, for example the chairs you put into the observation rooms, must be prop_physics; if you made them prop_dynamic the compile warns you that they should be prop_physics and remove them automatically. Have you received any warning message when compiling?No, I was using panels and fizzlers that were dynamic. Once I changed them to a prop_dynamic_override, they started working fine.
No, I was using panels and fizzlers that were dynamic. Once I changed them to a prop_dynamic_override, they started working fine.

Quote from josepezdj on June 30, 2012, 1:13 pmAll of my fizzler props are prop_dynamic and all of them are working perfectly.
I don't know about those panels you are using though, but as long as they work for you as prop_dynamic_override...
All of my fizzler props are prop_dynamic and all of them are working perfectly.
I don't know about those panels you are using though, but as long as they work for you as prop_dynamic_override...
Quote from Lpfreaky90 on June 30, 2012, 1:25 pmWhat flags does your fizzler have? You might fizzle your model if you have the flags on everything
What flags does your fizzler have? You might fizzle your model if you have the flags on everything

Quote from FelixGriffin on June 30, 2012, 2:41 pmWere you using fizzler.mdl instead of fizzler_dynamic.mdl?
That one is static, since you can't use dynamic props as static ones in any way. It's for cases when it doesn't need to move.
Were you using fizzler.mdl instead of fizzler_dynamic.mdl? That one is static, since you can't use dynamic props as static ones in any way. It's for cases when it doesn't need to move.
Quote from Lpfreaky90 on June 30, 2012, 4:25 pmFelixGriffin wrote:Were you using fizzler.mdl instead of fizzler_dynamic.mdl?That one is static, since you can't use dynamic props as static ones in any way. It's for cases when it doesn't need to move.
and in case you don't need to use open/close animations.

and in case you don't need to use open/close animations.