cube button "alignment" wont work after being animated???

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MissStabby
160 Posts
Posted Jul 25, 2011
i'm trying to have a few cube buttons appear after the room goes into the next fase.
Though whenever i parented the button to a panel that is shoved into place, the alignment of the cube wont work anymore.

it will activate the button, but it will just fall through the mesh and on the panel itself...

img

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WinstonSmith
940 Posts
Posted Jul 25, 2011
Replied 36 minutes later
I'm guessing this means that the prop's collisions aren't being updated for some reason. I'm not sure if there's a some way to manually update collisions; I don't think there's an output to do so unless you want to try DisableCollision and EnableCollision.
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MissStabby
160 Posts
Posted Jul 25, 2011
Replied 12 minutes later
i figured out that the problem is related to the button being attached to a panel arm
if i change that to a func_rotate or func_door it has no problems.

now i have the model parented to those object, though is it possible to have the parented model move relative to it's attachement point?

like the inverse of setparentmaintainoffset (or something that sounds similar)

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WinstonSmith
940 Posts
Posted Jul 25, 2011
Replied 40 minutes later
You might want to try parenting the button to the panel that's parented to the arm model.
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MissStabby
160 Posts
Posted Jul 26, 2011
Replied 6 hours later
That was the initial situation...
then i tried linking it directly to the arm, with no results, and then i just did 2 tests.

  1. button linked to a door_rotating, not breaking
  2. button linked to a move_linear, not breaking

And it seemed that those 2, and after that, a combination of those 2 didnt cause a problem.
Maybe the button breaks if it goes in a certain, 3 axis random, rotation.

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Skotty
671 Posts
Posted Jul 26, 2011
Replied 4 hours later
You could create a nodraw brush for alternative collisions. So it doesn't care if the collisions of the button are active or not.
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WinstonSmith
940 Posts
Posted Jul 26, 2011
Replied 28 minutes later

Skotty wrote:
You could create a nodraw brush for alternative collisions. So it doesn't care if the collisions of the button are active or not.

This. You can use a func_brush and enable/disable solidity based on whether the button's in one position or another.