why are you trying to parent a func_brush to a func_physbox? If you are
just trying to make a platform that is solid so players can walk on it but
still take physics effects you should only need the func_physbox.

Don't use func_physbox_multiplayer for something like this as it is
generally more bouncy.


On Wed, Apr 3, 2013 at 9:34 AM, Aaron Stout <[email protected]> wrote:

> I am trying to create a platform that can be moved with physics (shot,
> bumped, etc.) but can also be walked on. I have tried to parent an
> invisible func_brush to a func_physbox_multiplayer but the brush seems to
> disappear and the physbox is immobilized.
>
> I have also tried to use a constraint anchor parented to the physbox and a
> constraint linked to the anchor via the constraint system, and the brush
> parented to the constraint. this yields an immobile walkable platform with
> an imobilized physbox. i thought it would work :(
>
> does anyone know if it's possible to parent a func_brush to a physics
> object at all? where might i be going wrong here?
>
>
>
> [specifically the physbox is sandwiched on an x/y plane by two physics
> clip brushes with a name filter, one above and one below, so it slides
> horizontally only. the physbox is made up of several brushes because its
> shape has inside corners. it works flawlessly but has very "bouncy"
> collisions, being a func_physbos_multiplayer, so the player falls through
> it. in my trials i have gotten errors that display in-game on the physbox
> entity that say something like "physics penetration error" so i thought
> maybe i should make sure the brush entity is not overlapping the physbox
> but that doesn't seem to help with the walkable platform, although i did
> fix the error. i have also tried containing one completely within the
> other, and the opposite. constraining them together of course immobilizes
> the physbox since a func_brush is immobile unless parented. i have tried
> making the physbox the invisible entity and giving the brush entity the
> materials instead, but i doubt it would make any difference.]
>
> help!
>
> Aaron Stout
>
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