wow you are so right. i have spent so much time trying to create an entity system to replace the func_physbox haha! i guess i assumed it wasn't good practice to use func_physbox in a multiplayer setting since they made the multiplayer version of the entity. i never even tried it. it works perfectly. THANKS!
once i have tested the map to see how well it works online i will send it to this mailing list. i think you guys will like it. thanks again Aaron On Thu, Apr 4, 2013 at 7:54 PM, Jesse Oak <[email protected]> wrote: > 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 >> >> > > _______________________________________________ > Csgo_sdk mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk > > -- ______________ www.infuzion.org
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