Re: [hlcoders] prop_dynamic don't have animated collision boxes
-- [ Picked text/plain from multipart/alternative ] Hi Jay, I managed to use the bone followers option correctly and have my prop_dynamic door open/close correctly. The only thing is, it doesn't react to bullets when I shoot it. It'll prevent player movement but I can shoot right through it. Is there something I'm missing in my .qc? $modelname props_subway_car/door-2 $cdmaterials models/props_subway_car $scale 1 $body Body door-2 $surfaceprop metal $jointsurfaceprop Dummy04 bulletproof_glass $jointsurfaceprop Dummy05 bulletproof_glass $sequence idle door-2 fps 30 $sequence open door-2_ANIM_open fps 30 $sequence close door-2_ANIM_close fps 30 $collisionjoints door-2_BBOX { // Mass in kilograms $Mass 80 $concave } $hboxset default $hbox 0 Dummy01 0.000 -54.000 -0.000 48.000 54.000 2.000 $hbox 0 Dummy04 0.000 -54.000 -0.000 48.000 54.000 2.000 $hbox 0 Dummy02 0.000 -54.000 -0.000 48.000 54.000 2.000 $hbox 0 Dummy05 0.000 -54.000 -0.000 48.000 54.000 2.000 $keyvalues { bone_followers { bone Dummy01 bone Dummy02 bone Dummy04 bone Dummy05 } } $lod 35 { replacemodel door-2 door-2_LOD } $shadowlod { replacemodel door-2 door-2_LOD } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] prop_dynamic don't have animated collision boxes
-- [ Picked text/plain from multipart/alternative ] actually Jay, do you have an example .qc you can show us because I can't seem to find any information on bonefollowers on the Valve SDK Wiki. - Original Message - From: Jay Stelly [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 3:57 PM Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes prop_dynamic already does this. In the orange box version of the engine you just set it up like a ragdoll and it happens automatically. In the previous versions you have to add a bonefollowers section to the qc to specify which bones need animated collisions. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, November 01, 2007 3:45 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] prop_dynamic don't have animated collision boxes -- [ Picked text/plain from multipart/alternative ] I want to make a big animating oil pump (that has a moving piston) and have the player be able to walk on top of it and be affected by the moving piston.. but realised that animating props don't actually animate their phys box. Currently, is there any prop that supports animating phys boxes? or is this something I need to modify..? I guess I should take a look at prop_door_rotating... -- ___ 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
Re: [hlcoders] prop_dynamic don't have animated collision boxes
I found this: http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold and from the ravendoor model: $modelname props_lab/RavenDoor.mdl $model Body RavenDoor_reference.smd $lod 35 { replacemodel RavenDoor_reference lod1_RavenDoor_reference } $cdmaterials models\props_lab/ $hboxset default $hbox 0 RavenDoor.Door_Bone -90.535 -2.066 -4.194 90.847 112.003 4.194 // Model uses material ravendoor_sheet.vmt $surfaceprop metalpanel $keyvalues { bone_followers { bone RavenDoor.Door_Bone } } $illumposition 0.000 0.156 54.969 $sequence idle idle ACT_IDLE 1 fps 30.00 $sequence RavenDoor_Open RavenDoor_Open fps 30.00 $sequence RavenDoor_Hold RavenDoor_Hold fps 30.00 $sequence RavenDoor_Drop RavenDoor_Drop fps 30.00 $sequence RavenDoor_Drop_postidle RavenDoor_Drop_postidle fps 30.00 $collisionmodel phymodel.smd { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } - Original Message - From: Minh minh_le To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 4:10 PM Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes actually Jay, do you have an example .qc you can show us because I can't seem to find any information on bonefollowers on the Valve SDK Wiki. - Original Message - From: Jay Stelly To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 3:57 PM Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes prop_dynamic already does this. In the orange box version of the engine you just set it up like a ragdoll and it happens automatically. In the previous versions you have to add a bonefollowers section to the qc to specify which bones need animated collisions. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, November 01, 2007 3:45 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] prop_dynamic don't have animated collision boxes I want to make a big animating oil pump (that has a moving piston) and have the player be able to walk on top of it and be affected by the moving piston.. but realised that animating props don't actually animate their phys box. Currently, is there any prop that supports animating phys boxes? or is this something I need to modify..? I guess I should take a look at prop_door_rotating... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] prop_dynamic don't have animated collision boxes
-- [ Picked text/plain from multipart/alternative ] ahh. thanks kevin. that helps heaps.. - Original Message - From: Kevin Ottalini [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 4:43 PM Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes I found this: http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold and from the ravendoor model: $modelname props_lab/RavenDoor.mdl $model Body RavenDoor_reference.smd $lod 35 { replacemodel RavenDoor_reference lod1_RavenDoor_reference } $cdmaterials models\props_lab/ $hboxset default $hbox 0 RavenDoor.Door_Bone -90.535 -2.066 -4.194 90.847 112.003 4.194 // Model uses material ravendoor_sheet.vmt $surfaceprop metalpanel $keyvalues { bone_followers { bone RavenDoor.Door_Bone } } $illumposition 0.000 0.156 54.969 $sequence idle idle ACT_IDLE 1 fps 30.00 $sequence RavenDoor_Open RavenDoor_Open fps 30.00 $sequence RavenDoor_Hold RavenDoor_Hold fps 30.00 $sequence RavenDoor_Drop RavenDoor_Drop fps 30.00 $sequence RavenDoor_Drop_postidle RavenDoor_Drop_postidle fps 30.00 $collisionmodel phymodel.smd { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } - Original Message - From: Minh minh_le To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 4:10 PM Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes actually Jay, do you have an example .qc you can show us because I can't seem to find any information on bonefollowers on the Valve SDK Wiki. - Original Message - From: Jay Stelly To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 3:57 PM Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes prop_dynamic already does this. In the orange box version of the engine you just set it up like a ragdoll and it happens automatically. In the previous versions you have to add a bonefollowers section to the qc to specify which bones need animated collisions. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, November 01, 2007 3:45 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] prop_dynamic don't have animated collision boxes I want to make a big animating oil pump (that has a moving piston) and have the player be able to walk on top of it and be affected by the moving piston.. but realised that animating props don't actually animate their phys box. Currently, is there any prop that supports animating phys boxes? or is this something I need to modify..? I guess I should take a look at prop_door_rotating... ___ 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
RE: [hlcoders] prop_dynamic don't have animated collision boxes
Here's an example from hl2: // combine_door01.qc // // .qc file version 1.0 // $modelname props_combine\combine_door01.mdl $cdmaterials models\props_combine $body Body combine_door01_reference.smd $surfaceprop metal // - Animation sequences --- $sequence idle_closed combine_door01_Open frames 0 0 fps 30 $sequence idle_open combine_door01_Close frames 0 0 fps 30 $sequence Open combine_door01_Open fps 30 { { event AE_CL_PLAYSOUND 2 novaprospekt.combinedoor_move_1 } { event AE_CL_PLAYSOUND 62 novaprospekt.combinedoor_close_1 } { event AE_CL_PLAYSOUND 86 novaprospekt.combinedoor_close_1 } { event AE_CL_STOPSOUND 87 novaprospekt.combinedoor_move_1 } } $sequence Close combine_door01_close fps 30 { { event AE_CL_PLAYSOUND 2 novaprospekt.combinedoor_move_1 } { event AE_CL_PLAYSOUND 82 novaprospekt.combinedoor_close_1 } { event AE_CL_STOPSOUND 83 novaprospekt.combinedoor_move_1 } } $lod 70 { replacemodel combine_door01_reference combine_door01_lod1 } $lod 80 { replacemodel combine_door01_reference combine_door01_lod2 } $lod 90 { replacemodel combine_door01_reference combine_door01_lod3 } $lod 95 { replacemodel combine_door01_reference combine_door01_lod4 } $collisionjoints combine_door01_Ragdoll { // Mass in kilograms //$Mass 60 //$concave } $keyvalues { bone_followers { bone door.door1 bone door.door2 bone door.door3 } } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, November 01, 2007 5:03 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes -- [ Picked text/plain from multipart/alternative ] ahh. thanks kevin. that helps heaps.. - Original Message - From: Kevin Ottalini [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 4:43 PM Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes I found this: http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold and from the ravendoor model: $modelname props_lab/RavenDoor.mdl $model Body RavenDoor_reference.smd $lod 35 { replacemodel RavenDoor_reference lod1_RavenDoor_reference } $cdmaterials models\props_lab/ $hboxset default $hbox 0 RavenDoor.Door_Bone -90.535 -2.066 -4.194 90.847 112.003 4.194 // Model uses material ravendoor_sheet.vmt $surfaceprop metalpanel $keyvalues { bone_followers { bone RavenDoor.Door_Bone } } $illumposition 0.000 0.156 54.969 $sequence idle idle ACT_IDLE 1 fps 30.00 $sequence RavenDoor_Open RavenDoor_Open fps 30.00 $sequence RavenDoor_Hold RavenDoor_Hold fps 30.00 $sequence RavenDoor_Drop RavenDoor_Drop fps 30.00 $sequence RavenDoor_Drop_postidle RavenDoor_Drop_postidle fps 30.00 $collisionmodel phymodel.smd { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } - Original Message - From: Minh minh_le To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 4:10 PM Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes actually Jay, do you have an example .qc you can show us because I can't seem to find any information on bonefollowers on the Valve SDK Wiki. - Original Message - From: Jay Stelly To: hlcoders@list.valvesoftware.com Sent: Thursday, November 01, 2007 3:57 PM Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes prop_dynamic already does this. In the orange box version of the engine you just set it up like a ragdoll and it happens automatically. In the previous versions you have to add a bonefollowers section to the qc to specify which bones need animated collisions. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, November 01, 2007 3:45 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] prop_dynamic don't have animated collision boxes I want to make a big animating oil pump (that has a moving piston) and have the player be able to walk on top of it and be affected by the moving piston.. but realised that animating props don't actually animate their phys box. Currently, is there any prop that supports animating phys boxes? or is this something I need to modify..? I guess I should take a look at prop_door_rotating... ___ 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