Broken box dropper

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Hen7
91 Posts
Posted Mar 01, 2008
How can I make a box dropper that breaks?, I'm having troubles with the ragdolled arms, I'm trying doing stuff with prop_dynamic and animations but nothing seems to work, Is there a tutorial out there maybe, I couldn't find anything.
Thanks.
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Ricotez
738 Posts
Posted Mar 01, 2008
Replied 4 hours later
What I found working was the following:

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.

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Hurricaaane
189 Posts
Posted Mar 01, 2008
Replied 1 hour later

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.

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Hen7
91 Posts
Posted Mar 01, 2008
Replied 1 hour later

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?

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Ricotez
738 Posts
Posted Mar 02, 2008
Replied 15 hours later
Well, of course they just become straight, but isn't that what you want? This is the way I did it and it didn't really bother me. To tell you the truth, I didn't really notice it.

Hmm... maybe you should try making them prop_ragdoll instead of prop_dynamic.

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Hen7
91 Posts
Posted Mar 02, 2008
Replied 43 minutes later

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.

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Ricotez
738 Posts
Posted Mar 02, 2008
Replied 3 hours later
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.
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NykO18
183 Posts
Posted Mar 02, 2008
Replied 1 hour later
Why don't you decompile the original map to understand how it works ?
Shouldn't it supposed to be used for that ? (waw, lol @ that sentence)
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Hen7
91 Posts
Posted Mar 02, 2008
Replied 1 hour later

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. [/code]

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NykO18
183 Posts
Posted Mar 02, 2008 , Edited Jul 08, 2023
Replied 38 minutes later

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.

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Hen7
91 Posts
Posted Mar 02, 2008
Replied 5 hours later

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.

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NocturnalGhost
200 Posts
Posted Mar 03, 2008
Replied 13 hours later
The valve map uses a prop_dynamic for the original cover, and 4 prop_ragdolls for the arms. The ragdoll models are set to start disabled, with the motion disabled flag checked, and are enabled/motion enabled when the prop_dynamic model is killed.

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.

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Hen7
91 Posts
Posted Mar 03, 2008
Replied 1 hour later
Thanks