Okay so what I'm trying to do is this:
1. Make a chanlink fence prop_dynamic parent to a func_door, allowing the player to press use and it opens.
2. Make this chainlink fence gate knock down when hit by the prop_vehicle_jeep.
I want the fence to react to the physics of the car as best as possible. I don't want to script the door to come off if you understand what I mean. I want it to react naturally to the physics engine.
Any suggestions that can accomplish allowing the player to open it and also letting the vehicle run it down are welcome.
My initial idea was to make a physbox textured in vehicle clip set to motion disabled. Parent the func_door to this and the fence prop to the door. Set the vehicle clip physbox to enable motion when experiencing a physics force of 99999 (this is what I have been using for other run-over props). I'm just not too sure if this is the most efficient method.
EDIT: Turns out there is no vehicle clip texture so this plan won't work.
[SOLVED] Allowing A Func_door to React to Physics
[SOLVED] Allowing A Func_door to React to Physics
Last edited by shiftey on Fri Sep 18, 2009 1:18 am, edited 1 time in total.
To clip a vehicle make a func_clip_v_physics and add a filter to it.
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Is it a chain link door? And you sure you don't want a func_door_rotate?
Right well I'm not sure what your trying but here I'll have a shot.
K, parent the door(prop dynamic) to the physbox, have the motion disabled flag checked, parent the physbox to your funcdoor. Add a damage filter to the func door and use the vehicle as the activator try filter_name or a filter_class. When the door breaks enable motion on the physbox.
If you really want you can use a filter_mass_scale or something. I'd need to look at hammer to be off more help
But I think there are many ways.
You could probably do this sort of thing with phys_entities, like ball_socket or w/e. aswell
Right well I'm not sure what your trying but here I'll have a shot.
K, parent the door(prop dynamic) to the physbox, have the motion disabled flag checked, parent the physbox to your funcdoor. Add a damage filter to the func door and use the vehicle as the activator try filter_name or a filter_class. When the door breaks enable motion on the physbox.
If you really want you can use a filter_mass_scale or something. I'd need to look at hammer to be off more help

You could probably do this sort of thing with phys_entities, like ball_socket or w/e. aswell
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'She has zero tolerance for idiots'.
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The fence model isn't the chainlink door. It's a model from ep2 of one of those industrial driveway gates that roles on a track attached to the adjacent fence.
Is there anyway I can attach the rolling fence as a prop_physics_override to the nonsolid func_door? this would solve my problems. I just don't know the proper way to attach it since physics can't be parented.
Is there anyway I can attach the rolling fence as a prop_physics_override to the nonsolid func_door? this would solve my problems. I just don't know the proper way to attach it since physics can't be parented.
You could try a phys_convert though it refuses to work on some prop_dynamics.
Parenting prop_physics is a no go area.
What ever I still think you have to kill/break the func_door on vehcile contact. With a trigger or w/e
Parenting prop_physics is a no go area.
What ever I still think you have to kill/break the func_door on vehcile contact. With a trigger or w/e
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
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'She has zero tolerance for idiots'.
fug's Obsidian files
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