Make a prop_dynamic so I can pick it

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Mplayer
51 Posts
Posted Sep 18, 2011
So i have a radio model on a prop_dynamic. What do I do so I can pick it up ?
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Vordwann
767 Posts
Posted Sep 18, 2011
Replied 1 minute later
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.
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Skotty
671 Posts
Posted Sep 18, 2011
Replied 2 minutes later
You can just pick up prop_physics or prop_physics_override.

Override means, you have to use prop_physics_override with models that are not compiled for physics.

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Mplayer
51 Posts
Posted Sep 18, 2011
Replied 2 minutes later

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.

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Moth
225 Posts
Posted Sep 18, 2011
Replied 4 hours later
The 'info' tab in model browser in Hammer will have tick boxes to show you if the model is static, physics or dynamic. Like Skotty said above, you will need to use prop_physics_override for static or dynamic models, and regular prop_physics for stuff with the 'physics' tick box.

Here's an example of a chair model..

img

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.

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Spam Nugget
492 Posts
Posted Sep 18, 2011
Replied 1 hour later
Quick point on prop_physics_override, watch the mass of the object. The player can only pick up objects with a mass of 70 or so or less. Also in the info tab on the model browser is the listing of how much mass an object has, and it doesnt always make sense, for instance theres a table with a mass of 1 and a chair with a mass of 113. To get around this, use the field "mass scale" in the entities properties, this lets you change the mass; the mass ends up being the original mass multiplied by this number.
Hope this helps, its something that caught me out at first.
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Moth
225 Posts
Posted Sep 19, 2011
Replied 7 hours later
Interesting! Do negative values subtract from the mass?
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ChickenMobile
2,460 Posts
Posted Sep 19, 2011
Replied 1 hour later

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.

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Spam Nugget
492 Posts
Posted Sep 19, 2011
Replied 13 hours later

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)

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Vordwann
767 Posts
Posted Sep 19, 2011
Replied 2 hours later
if you make the mass multiplier zero, do they have no gravity?
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ChickenMobile
2,460 Posts
Posted Sep 19, 2011
Replied 10 minutes later
The default value is 0, so 0 will do nothing.
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Skotty
671 Posts
Posted Sep 20, 2011
Replied 3 hours later

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.

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Vordwann
767 Posts
Posted Oct 15, 2011
Replied 25 days later
Isn't there a type of trigger that applies a set gravity to physics objects?
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Skotty
671 Posts
Posted Oct 16, 2011
Replied 16 hours later
trigger_vphysics_motion.
But the gravitiy applied to the physics will just work inside the trigger. Via filters you could limit it to one model or prop.
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beecake
484 Posts
Posted Oct 21, 2011
Replied 5 days later
Ok so i have a picture with a mass at 1. I made it a Prop_physics_override buti can't pick it up! Why?
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