prop won't stop swinging Created 18 years ago2005-06-30 02:04:45 UTC by [VDC] Rad Brad [VDC] Rad Brad

Created 18 years ago2005-06-30 02:04:45 UTC by [VDC] Rad Brad [VDC] Rad Brad

Posted 18 years ago2005-06-30 02:04:45 UTC Post #117849
I have a prop_physics_override attached to a rope and it is just ducky! The problem comes when you shoot it. It spins and twirls, like it is supposed to. And spins and twirls... and spins... and twirls... and spins.... and keeps going on and on about it! I never comes to a rest. Here are some settings:

The Mass Scale is set to 2000, physics impact force to override is set to 150, and Don't take Physics Damage flag is checked. I believe this means my prop "weighs" 2000 widgets and it takes 150 widgets to set it in motion and it will never be destroyed. I also figured it'd be considered "heavy" and come to rest easily, but it doesn't stop... ever again.

I am using a phys_constraint to hold it to its base plate. Should I try a different phys? Like phys_ballsocket? Now that I spell it out, that sounds like a damn good idea! You guys are great!
Posted 18 years ago2005-06-30 02:17:08 UTC Post #117851
You want a phys_constraint.

My actual suggestion would be to use a ballsocket at the point at which the rope hits the ceiling, then have a lengthconstraint on the rope to keep it from just pulling out and hitting the floor. It worked in Steamlab =]

Oh, by the way - Mass scale means it's scaling the default mass times 2000. Impact Force to Override can be left default, as can Don't Take Physics Damage.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-06-30 15:11:15 UTC Post #117930
Arn't you using a phsy_Length Constraint? I had that Problem and make sure the origin for the length constraint is placed at the prop.
Check out my example map in the vault.

Rabid are you deleting my posts? Thats two that have dissapeared now. :confused:
Posted 18 years ago2005-06-30 16:17:36 UTC Post #117939
Database probs :(
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-06-30 23:40:02 UTC Post #117978
I switched to a phys_ballsocket and I think that will work once I get the settings correct. When I shoot it now, it falls to the ground and the rope plays out like it was off a winch, which is not the effect I'm after... but it's better than the perpetual motion machine that it was. Rabid's suggestion of an additional phys_constraint should work.

So if Mass Scale is the default mass times that number, where do you set an actual mass for an object?
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