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 > > _______________________________________________ > Csgo_sdk mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk > >
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