Move_rope and func_physicsbox

UK_Karlos

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Im trying to dangle objects from a pole. This is how ive layed it out, First i create a move_rope name(link_to_pole) then create a second move_rope and named it (link_to_sign). The link_to_pole entry has the next keyframe as link_to_sign. and the link_to_sign as the parent set to the func_physicsbox i want to dangle. But when i go to complie my map the sign hits the floor with the rope still connected. Can anyone telll me why?
 
If objectA is parented to objectB (i.e., objectB is the parent), then objectA exactly mimics the movement of objectB. Ergo, a rope parented to a physical object will follow that physical object around when it moves. This seems pretty basic; I'm not sure where everyone gets the idea that parenting can magically make an object suspend from a rope properly.

What you need is some physical constraint. My favourite is the phys_lengthconstraint, but phys_ballsocket is also popular.
 
ok, ive just learned how to use constraints. But how come everythink on the constraint is acting like a prop_static, they dont move. Ive linked each phys_constraint with a phys_constraintsystem so the engine doesnt roll over and die... Any ideas?
 
Phys_constraint is static. Most of the other constraints aren't.
 
valve used phys_constraints to hold the zombies to the poles in that pyre in ravenholm

btw don't forget to make the slack=0 on your rope between two phys_lengthconstraint objects, otherwise it'll look weird
 
phys_constraint. If only Entity 1 is set but NOT Entity 2 constraint will lock selected entity to world.

If BOTH are set the entities will be locked in relation to each other. This can be useful for things like nailing sings to posts.

For your dangling purposes though you will need, just like Mr.Raeven0 said, a phys_lengthconstraint.

This entity does not lock two things together in the same way. This entity makes sure that they do not end up further away from each other then you specified value.

So if your two entities are set up right then when your sign falls down it will reach the maximum distance from your pole and will stay there, dangling.

The only thing the move_ropes do is to make it look real. The source engine really doesn't give a damn about them apart from that.
 
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