Bullets and Animated Props

  • Thread starter Thread starter yedda_2000
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yedda_2000

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I`ve been trying to figure out how to create an animated prop_dynamic for my single player mod.

So far, I have the model, animation sequences, collision joints, and bone_followers set up in the qc, and I`ve compiled and set the prop up in Hammer. The collision works for the player and for other objects; Moving parts of the prop_dynamic effect the player and prop_physics items.

The one thing that is not working is bullet collision effects.

It seems like the bullets are stopped by the collision, as they do not effect items behind the prop. They do not, however, show any damage decals or create any surfaceprop noises for my model unless they collide with the first subobject joint in the collision mesh.

Any advice on how to get this working properly? Is it a matter of the bone_followers not being initialized on the client? If so, how do I initialize them?

Thanks in advance for any help.
 
As a non-expert on this, the only advice I can offer is to check that you are defining a material (wood, metal, glass, earth, etc.) in the supporting text file. If you have this, is it pointing to the correct model, or just part of it?

Also, I'm not sure how Source allocates collision models, but I think you need to specify one (this should be the lowest poly LOD). I don't know how this setup changes if you have moving parts in your model.
 
Thanx for the reply

By "defining a material", I assume you are refering to surface properties.

My material has a defined surface property in the vmt, and the material is assigned to all triangles in the physics model, as well as the reference model. I have also given a $jointsurfaceprop in the qc file to all the nodes involved.

Is this what you mean, or am I missing something?
Thanx for the reply
 
What about hitboxes? do you have them correctly?
 
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