ENV_SPLASH
What do I do here?
If there are working models of tiles that can cause splashes all on their own when dunked, that would be an acceptable substitute... If i could locate such models in hammer.
so just create a prop_dynamic and search for "panel".
EDIT: I just looked up func_physbox it does exactly what I need it to. I will just change all the tiles properties to func_brush, shift+drag them down a square, change the copies to func_physbox and remove the use flag and alter the input to the originals to KILL. The tiles will fall ever so dramatically and splash like fish.
Thanks for the help
I never bothered to find out how to add outputs with triggers. What would be the correct way of adding such an output?
Thet trigger is easy: Create a box and select it, press CTRL+T and make it a trigger_once, go to the outputs and create a new one: OnTouch, Target Entity: your physboxes, Output: Enable Motion or whatever the exact name is.
edit: There are usually people in the Irc who can answer such questions, too.
edit: Can they be fizzled?
MWP wrote:
I also made falling pannels with the physbox, like ivi suggested. It all works well but the panels don't cast shadows.. (?) The light is comming from a prejected_texture that has the flag anable shadows to Yes.
Make sure that the 'Disable Shadows' option on the func_physbox is set to No.
unfortunately I did.. ^^
Habzs wrote:
Make sure that the 'Disable Shadows' option on the func_physbox is set to No.
And I don't have a problem with the shadows not being cast. But what about moving shadows? I see them being super imposed despite the many moving brushes, objects, and lighting
Fracture wrote:
Can they be fizzled?Fracture wrote:
i couldn't fizzle them, so i added kill outputs timed just for when they splash and disappear.
I don't think they can be fizzled. But you don't need to kill them with a timer. Just add a killing trigger to your water:
zivi7 wrote:
I used one trigger to dissolve !activors like cubes, one that killed !activators like physic objects and a trigger_hurt for the player.
You could also make a trigger that breaks the !activator on touch. That will make the physbox break witha sound instead of having it disappear.
Oh the shadow casting problem is solved btw... 
Maybe parenting to a func_brush works. Try it out.