Ropes and Cables: Difference between revisions
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{{Abstract Mapping}} __NOTOC__ | {{Abstract Mapping}} __NOTOC__ | ||
==Entities== | ==Entities== |
Revision as of 11:43, 26 October 2005
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
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Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
Entities
- move_rope
- keyframe_rope
- phys_lengthconstraint — used to hang one object from another (invisible)
- phys_pulleyconstraint — simulates a pulley system (invisible)
Notes
- Source does not seem to have a built-in way to attach a pulley to a moving object. The effect can sometimes be faked with a combination of func_movelinear and phys_ballsocket entities.