This is not for the SDK ( A garrysmod addon ), but it might give you some pointers in the right direction.
http://forums.facepunchstudios.com/showthread.php?t=506896 Josh Rehm wrote: > 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

