Thanks.
Broken box dropper
Thanks.
Place the four arms and the four cover parts as they should. Make all the arms prop_dynamic and the cover parts prop_physics. Give the arms the same name, and the covers the same for each other but a different than the arms. Check the flag "motion disabled".
Place a trigger_multiple inside the tube, just over the box dropper.
When it's triggered, let it do the following:
OnTrigger [Cover Names] Enable Motion 0.00 Only Once
OnTrigger [Arm Names] SetDefaultAnimation ragdoll 0.00 Only Once
For the cover models, you should probably experiment with the settings to get a good effect (I'm not sure about which flags to use). You might also wanna try the Start Asleep-flag instead of Motion Disabled, and then use a Wake-input, but that's all up to you to decide.
You could also time the trigger so that the cover first falls apart after some time, like it does in the game.
Note that this technique is not perfect (the physic box covers might hurt you), and I have no idea how they did this ingame. This is just how I once did it when I was experimenting in Hammer.
Ricotez wrote:
For the cover models, you should probably experiment with the settings to get a good effect (I'm not sure about which flags to use). You might also wanna try the Start Asleep-flag instead of Motion Disabled, and then use a Wake-input, but that's all up to you to decide.Note that this technique is not perfect (the physic box covers might hurt you), and I have no idea how they did this ingame. This is just how I once did it when I was experimenting in Hammer.
The cover shouldn't hurt enough to kill. About the start asleep, I think this option is made to disable the automatic fall of the object on spawn, so then, on touch, the cover will automatically wake up. It's not start asleep you should use.
Quote:
OnTrigger [Arm Names] SetDefaultAnimation ragdoll 0.00 Only Once
I did that before I posted this topic and it didn't worked, they arms just become straight and didn't moved.
Would you mind uploading a VMF with an example?
Hmm... maybe you should try making them prop_ragdoll instead of prop_dynamic.
Quote:
Well, of course they just become straight
Well thats the point, I want them to be ragdoll , I also tried to kill the prop_dynamic and then spawn a prop_ragdoll using point_template, but again, It's really buggy.
Shouldn't it supposed to be used for that ? (waw, lol @ that sentence)
Quote:
Well, more than this I cannot help you with. Maybe you must make the arms prop_ragdoll, start out with default animation Idle, and once the trigger is triggered set the default animation to Ragdoll. You could also try to make them asleep or immobile untill the trigger is triggered, though I would do that together with the animations.
Did it before, didn't worked.
NykO18, I don't have a decompiler and I don't want get one and everything just for that.
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Hen7 wrote:
NykO18, I don't have a decompiler and I don't want get one and everything just for that.
Yeah, I can understand that a 55 KB download is really painful, lol.

NykO18 wrote:
Yeah, I can understand that a 55 KB download is really painful.
I'm not talking about the 55kb VMEX, I'm talking about the java runtime that required, I'm having problems running java.
Anyway, Can somebody look at the vmf and cut the box dropper or tell me how its built? It's "testchmb_a_15.bsp".
Thanks.
0.1 seconds after the ragdoll is enabled/motion enabled, an env_physexplosion is used to provide motion to the ragdoll.
Edit: Here's the VMF.