Hello. The mod I'm working on is attempting to create a conveyor belt that can carry both vphysics props and players.
- The mappers have tried func_conveyor, but that will only move players. - The mappers have also tried trigger_vphysics_motion, however the friction against the conveyor surface prevents the vphysics objects from moving. - The mappers have tried placing a frictionless surface slightly above the surface of the conveyor, but then the physics objects rotate against the belt, making them seem as if they're gliding above it (which they are :-p), and there is a very strange looking moment of acceleration when the object tries to catch up to the speed of the conveyor belt. As such, I was tasked on developing a conveyor belt system that would handle both vphysics props and players. My first approach was to use a the same process trigger_vphsyics_motion uses. However, I found out the hard way that I had to turn off a lot of properties (FSOLID_NOT_SOLID, for example) on the brush so that the call backs and events would fire as expected. This, of course, left me with a rewrite of trigger_vphysics_motion, which was useless that had all the same problems, except that I could see it (Hey, at least that's one step in the right direction). The next though I had was that perhaps I could disable the friction on objects touching the conveyor belts. However, I could find nothing in the SDK that would allow me to do this. I also realized that this would mean that anything placed onto the belt would just go skidding across to the other side and fall off. The last thought I had was disabling the physics simulation for any object touching the belt and re-enabling the simulation for any object leaving the belt. However, again I couldn't find any way of doing this in the SDK and I think it'll also have its share of headaches. Long story short, I am now at a loss as to how to go about doing this, or if it's even possible. Could some one point me in the right direction? I need it to be able move objects horizontally, up an incline, and down an incline. If the incline is too steep, the vphysics objects should roll back, as you would expect them to, however, I'm willing to let that last bit slide as long as I can get a working belt that carries both players and vphysics props. Finally, being able to pass an object from one belt to another is also necessary. Any pointers? Anyone? Thanks very much for your time, - Josh _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

