Wibbley Wobbley Floppy Turrets Falling off their platforms

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Fracture
797 Posts
Posted May 04, 2012
I decided to make an easy, medium and hard mode of my map Target Practice. There will be moving platforms going up and down, or left and right. But the turrets keep falling off their damn pedestals.

I read somewhere there was an entity specifically for making things not move, or move specifically. Much like the chapter when you tamper with the turret scanning line and the turrets are moved on a conveyor belt

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Lpfreaky90
2,842 Posts
Posted May 04, 2012
Replied 1 hour later
func_tracktrain & path_track?
func_door?
func_movelinear?
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Groxkiller585
652 Posts
Posted May 04, 2012
Replied 2 minutes later

lpfreaky90 wrote:
func_tracktrain & path_track?
func_door?
func_movelinear?

One of these would work for NPC turrets (well they would but it wouldn't be smooth), I think he wants a phys constraint. (look up phys constraints on the VDC)

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Fracture
797 Posts
Posted May 04, 2012
Replied 2 hours later
i havent decided, but i may use track trains. I need to figure out how to get an object to its original destination at any point regardless how many paths it has crossed. its gonna be like a cross between a shooting gallery and one at a carnival. left and right, up and down. it might come out kinda complicated.
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Lpfreaky90
2,842 Posts
Posted May 04, 2012
Replied 1 minutes later
Move to path node :wink: Just read the valve developer's page :wink:
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Fracture
797 Posts
Posted May 05, 2012
Replied 3 hours later
wtf, i never even noticed that one before when i worked with trains previously. I hope it transverses all previous nodes.

EDIT: I didn't find that string to command, however I found teleporttopathnode, which works equally as good. I also discovered that there are a lot more entities that can be fizzled than i thought. Pistons for example. Quick question, can a brush be fizzled? Otherwise i may have to replace them with models

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ChickenMobile
2,460 Posts
Posted May 05, 2012
Replied 7 hours later

Fracture wrote:
Quick question, can a brush be fizzled? Otherwise i may have to replace them with models

Physic models and brushes can be fizzled, static, dynamic models and brushes cannot.

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Fracture
797 Posts
Posted May 05, 2012
Replied 7 hours later
wait, what? my prop dynamics DID get fizzled. I also noticed i actually checked the box "fizzle everything" So thats what my problem was. DERP :razz:

Thanks for the info.

Now i saw some youtube videos where people used what looked like monitors to see other parts of the map. What entities do that?

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spongylover123
944 Posts
Posted May 05, 2012
Replied 2 minutes later
You can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".
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Fracture
797 Posts
Posted May 05, 2012
Replied 2 hours later
if that is the case, I just destroyed the laws of gaming physics...

...oops 0_o

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CamBen
973 Posts
Posted May 06, 2012
Replied 19 hours later

Fracture wrote:
wait, what? my prop dynamics DID get fizzled. I also noticed i actually checked the box "fizzle everything" So thats what my problem was. DERP :razz:

Thanks for the info.

Now i saw some youtube videos where people used what looked like monitors to see other parts of the map. What entities do that?

1 make a point_camera facing where you want the screen to show and name it.
2 find a screen model and put it on the wall.
3 make a brush w/ the moniter texture where the screen is (try searching it, I'm not sure what its called) and tie it to a func_moniter, and name it.
4 make a logic_auto that turns on/enables the func_moniter and turns on/enables the point_camera.

got that from a valve map before I forgot where I installed my decompiler. o well. I can reinstall.

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Groxkiller585
652 Posts
Posted May 06, 2012
Replied 10 hours later

spongylover123 wrote:
You can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".

It actually IS possible (the fizzle bit) under 2 conditions:

A. it is parented to a prop_physics

B. it is converted to a physics prop via phys_convert.

However from testing this merely makes it dissapear not actually fizzle.

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spongylover123
944 Posts
Posted May 06, 2012
Replied 19 minutes later

Groxkiller585 wrote:
spongylover123 wrote:

You can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".

It actually IS possible (the fizzle bit) under 2 conditions:

A. it is parented to a prop_physics

B. it is converted to a physics prop via phys_convert.

However from testing this merely makes it dissapear not actually fizzle.

true, but I mean't in common cases, should've been more specific.
these are special cases, that are used rarely.

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Fracture
797 Posts
Posted May 07, 2012
Replied 3 hours later
what about turning a prop static into prop dynamic? And also i witnessed it actually fizzle. It was an Aperature brand piston.

But that is besides my current issue, that one was solved. I will attempt that try on the camera and monitor and see what happens.