Gib Origins?
Posted Sep 24, 2012
While P2 isn't working I've been experimenting with Propper, and have made a prop_dynamic for an upcoming map. I also made some gibs for it, and edited the QC by hand to put their origins in the right places.
But when the prop breaks, all the gibe just come out of the original origin.
Is there a way to fix this? Here's the relevant QC code:
$collisiontext
{
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 80 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 48 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 16 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 80 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 48 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 16 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 64 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 32 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 32 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 -16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 -16 16 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 -16 128 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 16 128 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 16 144 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 -16 144 }
}
(With the real gib names filled in, of course.)
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Posted Sep 25, 2012
Replied
13 hours
later
Did you ever tried this with prop_physics? Maybe the engine has problems using a prop_dynamic with gibs. At least, I never saw a prop_dynamic using gibs in any Valve map.
Posted Sep 25, 2012
Replied
1 minutes
later
Hm, I'll try that. I figured that there would be breakable prop_dynamics in HL2 or something, like a barrier that you needed to break through.
Then I'll just weld it to the world or something to make it not move.
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Posted Sep 25, 2012
Replied
2 hours
later
Just disable its motion.