creating the gren jump in ep2 Created 17 years ago2007-11-01 17:36:14 UTC by Loki Loki

Created 17 years ago2007-11-01 17:36:14 UTC by Loki Loki

Posted 17 years ago2007-11-01 17:36:14 UTC Post #237471
hi, a platform on a hinge over a small ditch. throw gren under platform then stand on the platform resulting in gordon being blown into the air.
any suggestions on creating this?
im using a phys_hinge only the blast from the grenade is only just enough to make the platform move an inch, nevermind when gordons standing on it. i guess a more accurate question would be howto alter the weight of a phybox without using propdata, as that seems to overide the damage threshold. i even tried adding a thruster to the underneath of the platform to try to even out the weight but that just... didnt work.
any helps appreciated
thanks
Posted 17 years ago2007-11-01 19:37:14 UTC Post #237476
Try setting the Mass Scale to something like 0.5 or lower. You'll need to experiment to get the physbox to toss you the correct distance.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-11-02 06:51:06 UTC Post #237487
Dude, yesterday I wrote a huge reply to this thread!
Now it's gone D:
I forgot to copy it.

Oh well.
No matter the mass scale, the player is too heavy to be propelled up into the air by a small nade.

You will need to somehow make the explosion of the grenade trigger an env_physexplosion.
But now I've forgotten how :<
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 07:15:19 UTC Post #237488
crawls back into his ditch
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-11-02 09:21:38 UTC Post #237491
What if an invisible brush tied to func_breakable that when broken by the grenade triggers the env_explosion?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-11-02 12:33:53 UTC Post #237494
I could even trigger a trigger_push to affect both the platform and the player.
Posted 17 years ago2007-11-02 13:03:01 UTC Post #237495
Yeah gotta agree. A push is less hassle to get working correctly.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-11-02 13:33:09 UTC Post #237496
But a push does not act like an explosion!
I mean, what if the player puts a physical object next to the platform, it SHOULD move.

I actually thought of the invisible brush thing too mooboi. But it would need to be able to respawn, and Im not sure if that can be done with a template spawner.
But it should work since you can respawn a physbox using a template spawner, and a physbox is also a brush based entity

And it should not be able to be reached by bullets, but I guess that wont be much of a problem if the brush only is one unit^3
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 14:07:18 UTC Post #237497
what if the player puts a physical object next to the platform, it SHOULD move.
That's what the flags in the trigger_push are for.
User posted image
Posted 17 years ago2007-11-02 15:06:26 UTC Post #237502
No no no, that's not what I ment.

I mean, the trigger push, pushes UP (in this case it does).
That would cause the derbis around to go up too!
And we don't want that, right?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 15:15:50 UTC Post #237504
So just place the push under the thing he wants to fling...As for the respawnable breakble. I'm sure you can just template it. As you said I did it with green map and those floating brush rocks.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-11-02 15:50:13 UTC Post #237507
Why won't anyone understand what I am saying???

Imagen the hole, right!
It has a hinge over it, RIGHT!

BUT

What if we put a prop_physics NEXT TO THE HINGE!
It is not on top of the hinge, it is not under the hinge.
It is next to the whole thing!
If we use a push then sure it will push up the hinge, but it will not affect what's around it, and does therefore not act like an explosion.

Env_physexplosion solves this. And I do not understand why not to use one, it will work perfect
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-02 16:27:59 UTC Post #237511
Madcow why not make an example for him. Sounds like you have it all written down.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-11-02 16:37:52 UTC Post #237513
Well I have actually :>

But I'm on my laptop
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-11-05 23:01:15 UTC Post #237763
Thanks for all the help!:)
A SOLUTION: after trying various combinations for awhile it turned out i had to actually increase the mass scale multiplier . makes sense i guess... a peice of paper flying into gordon at 1000 mph has a lot less force than a lump of iron,just didnt expect this. the phys engine still amazes me.
I used env_impact over physexplosion in the end, it seemed to have more force, not totally sure whether its a better choice yet, i imagine the force is just directional instead a spherical but... im not sure. Anyway, i still had to set the magnitude extremely high for gordon to get any lift, around 1,000,000. gordons sure is packed into that suit. suprised he can breath!
As for the trigger, iv had a look and im not sure how to template a brush and spawn it so... i guess its kinda lazy but i just used an extremely high strength coupled with the " on health chaged" output. ill come back to this:/
i tried using the "block bullets" texture but that seemed to also block explosions.

thanks again for the help n ideas
works a charm... well,almost.
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