Difference between revisions of "Talk:Func physbox"

From Valve Developer Community
Jump to: navigation, search
Line 9: Line 9:
  
 
: Radius determines size of the effect, Damage determines... damage. Also, a possible workaround if those two keyvalues don't work properly for some reason: you can [[point_template]] the func_physbox and a parented [[env_explosion]] to it, then spawn copies around your map with an [[env_entity_maker]] - then each func_physbox copy can simply trigger its own env_explosion with OnBreak. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 04:46, 14 Jan 2009 (PST)
 
: Radius determines size of the effect, Damage determines... damage. Also, a possible workaround if those two keyvalues don't work properly for some reason: you can [[point_template]] the func_physbox and a parented [[env_explosion]] to it, then spawn copies around your map with an [[env_entity_maker]] - then each func_physbox copy can simply trigger its own env_explosion with OnBreak. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 04:46, 14 Jan 2009 (PST)
 +
 +
 +
== Problem origin ==
 +
I maked a vehicl for CSS, I maked several Brush and after I tranform it in Func_physbox, but I can't change origin, It's hammer that make origin. In game it's always the origin 0 even if I change it in hammer.

Revision as of 06:25, 28 July 2009

...what does "physically simulated" mean? Don't answer me here, just add it to the description. Thelonesoldier 00:11, 20 Feb 2007 (PST)

I'm going to answer you here, since to me, it makes perfect sense. "Physically simulated" means that physics simulations are applied to it... --Daedalus 01:44, 20 Feb 2007 (PST)

Anyone knows how can I make a hanged zombie (same that were in Ravenholm), and it's physically simulated? nom1nator 12:33, 28 February 2009 (UTC)

Explosions

I notice it has both "explosion damage" and "explosion magnitude" which apparently have the same thing description except that "explosion damage" also addes "See also 'Exposion Radius'" in the FGD. (In either case, I haven't been able to get a func_physbox to explode when the "break" command was sent to it, natch.) Which is which? —Yar Kramer 19:40, 12 Jan 2009 (PST)

Radius determines size of the effect, Damage determines... damage. Also, a possible workaround if those two keyvalues don't work properly for some reason: you can point_template the func_physbox and a parented env_explosion to it, then spawn copies around your map with an env_entity_maker - then each func_physbox copy can simply trigger its own env_explosion with OnBreak. --Campaignjunkie (talk) 04:46, 14 Jan 2009 (PST)


Problem origin

I maked a vehicl for CSS, I maked several Brush and after I tranform it in Func_physbox, but I can't change origin, It's hammer that make origin. In game it's always the origin 0 even if I change it in hammer.