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

Reply via email to