Restarting mapping for Source Engine (Gm Created 15 years ago2008-06-17 14:51:12 UTC by Rory Rory

Created 15 years ago2008-06-17 14:51:12 UTC by Rory Rory

Posted 15 years ago2008-06-17 14:51:12 UTC Post #251400
Hey guys, feels odd to be back after so long!!

Any chance you guys can help me make falling props? Here's my scenario.

Player is in a refinery. Upon pushing func_button, smoke column explodes, causing all connected pipes to fall down, according to physics.

That's basically all I need to know, the rest is basics I remember from my past mapping, and HL Engine mapping. Thanks!
Posted 15 years ago2008-06-17 15:17:09 UTC Post #251404
Use the phys_convert entity to convert all your pipes and stuff into physics object as soon as the explosion happens.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-06-17 15:34:57 UTC Post #251406
Thanks! I'll give it a shot and let you know how it worked.
[Edit}: Hammer doesn't recognize phys_convert
Posted 15 years ago2008-06-17 15:44:30 UTC Post #251407
Look in your entity list.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-06-17 15:51:13 UTC Post #251408
What do I make the pipes turn into? Func_physbox ?
Posted 15 years ago2008-06-17 15:55:17 UTC Post #251409
A phys_convert always converts targeted brush entities into func_physbox entities.
The Mad Carrot The Mad CarrotMad Carrot
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