Bind Grenades to the ground

Gizmo DK

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Hi

I have maked i map with i room full of he grenade but when many people throw them the fly around in the room and it make it lag big time..! But do anybody know how I bind them to the ground ?
 
How many grenades did you out in then? They are physics objects, I don't think you can change that...

Just put in less grenades...
 
But i have to put so many that people can kill each other.... :S But are someone sure that I can't bind them to the ground ?
 
You can probably give them all the same targetname then tie them down with a phys_constraint.
 
Or you can make buttons which have the granade model and give them one through an equiper when the button is pressed (A la he_dodgeball2 for CSS)
 
Raeven0 said:
You can probably give them all the same targetname then tie them down with a phys_constraint.


How to set up the phys_constaint?? Tried a lot but it won't work! Plz help me again...
 
Gizmo DK said:
How to set up the phys_constaint?? Tried a lot but it won't work! Plz help me again...

Declare the name of the grenades as Entity 1, leave Entity 2 blank, and ensure that the force limit and torque limit are both 0.
 
Phisionary said:
Flags > Start asleep

Just thought I'd jump in and tell you that won't work. They will still react if they are pushed by a granade or other physics object. Physics props go to sleep automatically if they aren't being "used".
 
Thx it works... But needed also to make Flag > Start constrainted for the he grenades... ;)
 
easy fixed: put em in a box! :D or make two machines that spawns granades (one for T and one for CT) :D
 
Gizmo DK said:
Thx it works... But needed also to make Flag > Start constrainted for the he s... ;)

That's weird. Start Constrained is just another name for Start Asleep.
 
Dead-Inside said:
Just thought I'd jump in and tell you that won't work. They will still react if they are pushed by a granade or other physics object. Physics props go to sleep automatically if they aren't being "used".
It works. I tried it.
 
Strange, that's not what the VALVe documentation said. Raeven0, I'm leaning towards your point of view.
 
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