Make a prop_dynamic so I can pick it
Override means, you have to use prop_physics_override with models that are not compiled for physics.
Vordwann wrote:
Why not make it a prop_physics_override? I think if you do that you can pick it up and parent a sound to it.
THX! I dont know a lot of entites but Im tring to learn.
Here's an example of a chair model..

In the above case, you would have to use override if you wanted this model to be pickup-able.
Other models that have 'physics' checked means you can use regular prop_physics
Hope this helps.
Hope this helps, its something that caught me out at first.
RufusThorne wrote:
Interesting! Do negative values subtract from the mass?
Well seeing if you want to make the mass lighter you put something like 0.05, I think minus numbers would crash the game. Correct me if I'm wrong.
chickenmobile wrote:
RufusThorne wrote:Interesting! Do negative values subtract from the mass?
Well seeing if you want to make the mass lighter you put something like 0.05, I think minus numbers would crash the game. Correct me if I'm wrong.
Yes, that is how you make the mass lighter, and no ive tried it and it doesnt crash the game. It seems to just ignore the negative sign completely. (which is a bit of a shame, floating physics objects could have been cool)
Vordwann wrote:
if you make the mass multiplier zero, do they have no gravity?
You would need a very low value like 0.000001. But this will never remove the gravity, it just get lighter.
But the gravitiy applied to the physics will just work inside the trigger. Via filters you could limit it to one model or prop.
EDIT: And it does not have the "physics" box checked
EDIT 2: I did it! I parented it to a brush tied to func_physbox and then sat the mass of the physbox to 0.5