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
>>
>> _______________________________________________
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>>
>>
>
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>


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