Constrained physbox + gravgun = wierd

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a55b0t

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Sorry if this has been answered. I looked around a bunch but can't find what I am looking for.

I have a physbox door that is also attached to a phys_hinge. This is all working pretty good but I would also like to add a spring to the door if possible. I've tried a few different axis' with the spring but it still won't work. Would a motor maybe work instead? Should i bind them both through a phys_constraintsystem?

My other problems is actually the worst. When the gravgun is used to pull on the door it actually rips it off it's hinges... temporarily. After a few seconds it jumps back into place. Is there some way I can make this door so it can't be yanked off but still be pushed etc?

Thanks.

p.s. I have been asking a lot of question lately and feel I shouldn't be starting new threads... Should I just start a thread of questions and keep submitting there?
 
I don't know exactly how to fix this but in the hinges options doesn't it say something like how much damage it can take before break? And if you keep that low I think you might be able to tear it off with grav gun.
 
a55b0t said:
Sorry if this has been answered. I looked around a bunch but can't find what I am looking for.

I have a physbox door that is also attached to a phys_hinge. This is all working pretty good but I would also like to add a spring to the door if possible. I've tried a few different axis' with the spring but it still won't work. Would a motor maybe work instead? Should i bind them both through a phys_constraintsystem?

My other problems is actually the worst. When the gravgun is used to pull on the door it actually rips it off it's hinges... temporarily. After a few seconds it jumps back into place. Is there some way I can make this door so it can't be yanked off but still be pushed etc?

Thanks.

p.s. I have been asking a lot of question lately and feel I shouldn't be starting new threads... Should I just start a thread of questions and keep submitting there?
I think the gravgun problem can be fixed by setting the object to be uneffected by that.
 
Wolfy - Yeah that is what I was thinking of trying next.

TDE - I looked around for an option like that but couldn't find one. I will have another look tonight though.

Thanks for the replies. I'll edit this when I find something that works.
 
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