making slippery floors Created 19 years ago2005-08-19 20:19:41 UTC by FoxFrost X FoxFrost X

Created 19 years ago2005-08-19 20:19:41 UTC by FoxFrost X FoxFrost X

Posted 19 years ago2005-08-19 20:19:41 UTC Post #128524
Yeah i was wondering if any of you know how to make slippery floors in hl2 so if somthing is going that way it will continue going that direction without using func_push please i need help on this. thanks :)
Posted 19 years ago2005-08-22 05:10:33 UTC Post #128959
maybe if you used illusionaries, just one unit above the ground, and then do it by func_grav, but why can't you use push?
Posted 19 years ago2005-08-22 10:01:42 UTC Post #129027
Push only goes one direction, it would be un realistic.
And I don't know if that ravety thing in HL2 works..
:nuts:
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-22 10:06:45 UTC Post #129028
Func_friction. Dunno if it actually exists. If it does, cover the floor with it.
Posted 19 years ago2005-08-22 18:52:41 UTC Post #129130
I dont think it does, but you can create a material that has friction properties, at least, HL:S uses these parameters. I'm sure HL2 does as well.

[quote]"LightmappedGeneric"
{
"$translucent" 1
"$basetexture" "texture/ishere"
"%compilenodraw" 1
"$surfaceprop"  "friction_25"
}[/quote]
RabidMonkey RabidMonkeymapmapmapfapmap
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