Thanks, Joshua. This is something I'll take a look at. Hopefully it doesn't require too much Garysmod specific functionality.
Is there any other ideas/direction anyone else can provide? On Thu, Apr 17, 2008 at 7:53 PM, Joshua Simmons <[EMAIL PROTECTED]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

