Talk:Phys convert: Difference between revisions
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--[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 00:26, 1 July 2019 (UTC) | --[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 00:26, 1 July 2019 (UTC) | ||
:Physically simulated entities like [[prop_physics]] or [[prop_physics_override]] can't be parented. Entities like [[prop_dynamic]] also have features not found on physics entities, like changing animations. --[[User:Blixibon|Blixibon]] ([[User talk:Blixibon|talk]]) 03:03, 1 July 2019 (UTC) |
Revision as of 20:03, 30 June 2019
Is there a way for the phys_convert to not revert models back to their first skin? --Darthkillyou 20:08, 3 May 2007 (PDT)
- Work around is using the skin input to set it back after conversion...only works if you know which skin is being used—ts2do 20:11, 3 May 2007 (PDT)
Is there a way to make the converted brush entity to be sharp damage instead of blunt? -Biolore
Would prop_physics_override be better?
prop_physics_override can treat any model like a normal prop_physics would, why not have the "motion disabled" flag checked and then enable motion when needed?
--Mandrew (talk) 00:26, 1 July 2019 (UTC)
- Physically simulated entities like prop_physics or prop_physics_override can't be parented. Entities like prop_dynamic also have features not found on physics entities, like changing animations. --Blixibon (talk) 03:03, 1 July 2019 (UTC)