Ropes

Half-Life 2 HL2
Ropes by esmajor
Posted 18 years ago2006-05-09 17:51:26 UTC • Problems • Half-Life 2
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Name
Ropes
By
esmajor esmajor
Type
Map
Engine
Source
Game
Half-Life 2
Category
Problems
Included
BSP, RMF/VMF
Created
18 years ago2006-05-09 17:51:26 UTC
Updated
18 years ago2006-05-09 17:51:26 UTC
Views
2389
Downloads
748
Comments
7
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I'm having trouble getting the ropes to move with an explosion nearby (swing)

7 Comments

Commented 18 years ago2006-05-09 18:31:30 UTC Comment #11748
They are probly either too heavy, or dont have enough slack.
Commented 18 years ago2006-05-09 23:47:43 UTC Comment #11752
I don't think they do that (do they?). Don't they only move with phys_explosions, or with phys objects that they are parented to?
Commented 18 years ago2006-05-11 20:03:57 UTC Comment #11778
I tried it with more slack, more distance between the end points, env_physexplosion and env_physimpact. No dice.
Commented 18 years ago2006-05-18 10:15:27 UTC Comment #11919
I think strider is right..
The only case a rope would move, is if you tie a physbox or similar to it.
Commented 18 years ago2006-05-21 12:17:45 UTC Comment #11971
The move_rope and keyframe_rope entities need to be shaken to get the cables to move.

Take a look at the sdk_cables.vmf example map. Maybe you can set a physbox near the cables or parent the physbox to an anchor point, detect damage to the box (an OnDamaged output) and trigger movement in the anchor points.
Commented 18 years ago2006-05-21 12:34:26 UTC Comment #11972
The move_rope and keyframe_rope entities need to be shaken to get the cables to move.

Take a look at the sdk_cables.vmf example map. Maybe you can set a physbox near the cables or parent the physbox to an anchor point, detect damage to the box (an OnDamaged output) and trigger movement in the anchor points.
Commented 18 years ago2006-05-21 12:50:42 UTC Comment #11973
Take a look at the Example Map vault for Cable Shakes. Hope it helps.

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