Hold Monster Boxes Backwards?
Posted Nov 09, 2011
Gday all, the title pretty much says it all. Trying to do a puzzle where it is important that the monster boxes (you know, the ones wheatly made) face forward when picked up by the player. Is there any way to do this?
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Posted Nov 09, 2011
Replied
36 minutes
later
Try, sv_enableholdrotation 1
It enable rotation on physic objects
It enable rotation on physic objects
Posted Nov 09, 2011
Replied
19 minutes
later
Just gave that a shot, it didnt work.
Posted Nov 10, 2011
Replied
23 hours
later
What if I were to decompile the monster box model, somehow turn it around and recompile it? Im working off the assumption that somwher built into the data for the entity it makes sure that its only held at that particular angle. i can set the prop_moster_box to a model of my choosing, so would this work? i dont have much experience with modling so thought id better ask before trying to figure out how to do it.
Posted Nov 10, 2011
Replied
4 minutes
later
You could do that. Also, there's a keyvalue that's named something like "preferred player carry angles" that's in prop_physics. If it's in the cube keyvalues as well, you're in luck!
Posted Nov 10, 2011
Replied
4 minutes
later
If you have questions about how to make them activate a button, use the portal button method
A model and a trigger.
A model and a trigger.
Posted Nov 10, 2011
Replied
1 hour
later
yeah i had a squiz as to preffered carry angles, but its not in there unfortunately. and thanks spongylover, ill keep that in mind. ill try changing the model now, hopefully studiocompile works properly for me this time
Posted Nov 12, 2011
Replied
1 day
later
Well, it turns out that studiocompile wont decompile that particular model. It gives e some error about "unable to load vertices file". Ive tried doing a couple of othre models and they decompiled fine. and yes, i definetly extracted the vtx file. So, does anyone know why this is happening?
Posted Nov 12, 2011
Replied
50 minutes
later
Spam Nugget wrote:
Well, it turns out that studiocompile wont decompile that particular model. It gives e some error about "unable to load vertices file". Ive tried doing a couple of othre models and they decompiled fine. and yes, i definetly extracted the vtx file. So, does anyone know why this is happening?
Try here:
http://www.hamaloo.co.uk/mdlunpack/index.php
It says it works with portal 2
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Posted Nov 12, 2011
Replied
3 hours
later
Thanks, but ive figured out what the problem is. It turns out that im a complete moron. in gfcscape i extracted the correct mdl, phy and vvd files but the vtx file was for the monster box as a box :/ So yeah, ive decompiled it now.