Wibbley Wobbley Floppy Turrets Falling off their platforms
I read somewhere there was an entity specifically for making things not move, or move specifically. Much like the chapter when you tamper with the turret scanning line and the turrets are moved on a conveyor belt
func_door?
func_movelinear?
lpfreaky90 wrote:
func_tracktrain & path_track?
func_door?
func_movelinear?
One of these would work for NPC turrets (well they would but it wouldn't be smooth), I think he wants a phys constraint. (look up phys constraints on the VDC)
Just read the valve developer's page
EDIT: I didn't find that string to command, however I found teleporttopathnode, which works equally as good. I also discovered that there are a lot more entities that can be fizzled than i thought. Pistons for example. Quick question, can a brush be fizzled? Otherwise i may have to replace them with models
Fracture wrote:
Quick question, can a brush be fizzled? Otherwise i may have to replace them with models
Physic models and brushes can be fizzled, static, dynamic models and brushes cannot.
Thanks for the info.
Now i saw some youtube videos where people used what looked like monitors to see other parts of the map. What entities do that?
you can only fizzle physics only, "only".
...oops 0_o
Fracture wrote:
wait, what? my prop dynamics DID get fizzled. I also noticed i actually checked the box "fizzle everything" So thats what my problem was. DERPThanks for the info.
Now i saw some youtube videos where people used what looked like monitors to see other parts of the map. What entities do that?
1 make a point_camera facing where you want the screen to show and name it.
2 find a screen model and put it on the wall.
3 make a brush w/ the moniter texture where the screen is (try searching it, I'm not sure what its called) and tie it to a func_moniter, and name it.
4 make a logic_auto that turns on/enables the func_moniter and turns on/enables the point_camera.
got that from a valve map before I forgot where I installed my decompiler. o well. I can reinstall.
spongylover123 wrote:
You can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".
It actually IS possible (the fizzle bit) under 2 conditions:
A. it is parented to a prop_physics
B. it is converted to a physics prop via phys_convert.
However from testing this merely makes it dissapear not actually fizzle.
Groxkiller585 wrote:
spongylover123 wrote:You can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".It actually IS possible (the fizzle bit) under 2 conditions:
A. it is parented to a prop_physics
B. it is converted to a physics prop via phys_convert.
However from testing this merely makes it dissapear not actually fizzle.
true, but I mean't in common cases, should've been more specific.
these are special cases, that are used rarely.
But that is besides my current issue, that one was solved. I will attempt that try on the camera and monitor and see what happens.