Disabeling PhysCan Pickup

Fender357

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I'm having the darndest time trying to figure this one little thing out. I have a funk_physbox set up to be like a simple bridge that is on a phys_hinge. What I want is to disable physcannon pickup on it. There is an I/O for that...but that dosn't seem to work in any configuration. Basicly the bridge acts like I want, but if you grab it with the phys cannon, it takes it right off its hinge until you let go and it goes right back. I really have no idea what to do to get this to work right. I've been looking all over and haven't seen anything on it.

So....whats the super simple answer to this?
 
I believe that there is a flag for that named "disable physcannon grab" or "disable movement on physcannon grab" or something like that
 
As I said, I have used that. And it didn't do anything. I need to make "disable physcannon grab" work. Dissable motion on physcan grab would make the object freeze when I grabed it.
 
you could use "drop" on physcannon grab.
 
Pi Mu Rho said:
you could use "drop" on physcannon grab.

I tryed that one too. It just seems like these things aren't firing like they should. I've got it set the right way, but it just dosn't do anything.

Here's a picture of what I've got goin'.
 

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I removed those from my FGDs. They don't work.

What can you do instead? You seem to want a bridge, so perhaps you could set the bridge's mass so high that a physcannon won't grab it.
 
Raeven0 said:
I removed those from my FGDs. They don't work.

What can you do instead? You seem to want a bridge, so perhaps you could set the bridge's mass so high that a physcannon won't grab it.


Hmm. Thanks for that info. How high do you have to set the mass so it can't be picked up? Well, I'll mess with it. Thanks.
 
The mass scale would have to be at least (physcannon_maxmass / current mass of object). Current mass is displayed next to the entity if you use the console command ent_text targetname. Ent_dump targetname might also work.
 
or you could disable motion on the physbox once it's done it's thing...
 
UltraProAnti said:
or you could disable motion on the physbox once it's done it's thing...


No, I want it to be moveable the whole time. Looks like I'm gonna have to give up on this one.
 
when you say you want it to be moveable the whole time - moveable by what? usually physboxes only move thru impact, explosion or physgun. if you have some scripted behaviour for it just work the motion enable/disable into the I/O
 
Well....what I wanted was the bridge to be movable by the physcannon blast, but not the grab. And I did get it to do that just by paying attention to the size of things. Like RavenO said, the mass is what matters. I found that the size and shape of the funk_physbox matters in how it acts, and it matters in ways that I don't even really understand. I had 2 metal physboxes, exactly the same. 1 unit high, like 10 across, and 192 long. Both of them on hinges. The one I had on a hinge at the width side (the bridge) still let me rip it off. The other one that I had the hinge on the length side, didn't. If I made the one just a little longer, it stopped being able to be picked up. So go figure...
 
oh right

i think you can do that with mass and one of material type options also, make it very heavy or something...
 
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