func_physbox health

Flippage

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Ok, I have a tower made of Func_physboxes, and I want the tower to collapse ( not fall, or break, COLLAPSE ). So each piece will fall down seperately.

Now, when I set the "Physics Impact Force To Override" option, each bit will fall if I throw a grenade at it ( Before the nade explodes, which is pretty funny ), but when the grenade EXPLODES or I fire a ROCKET at it, nothing happens.

I tried setting "Health Level To Override Motion" to 50, but that did nothing. So I am wondering, where do I set the health for the physbox. I dont think it is Strength, because I dont want them to BREAK.

Basically, I want each part of the tower to Enable Motion when I hit the tower with a rocket. Simple enough :)
 
No problems. I figured it out. For those who are interested.

Set the Strength to an outrageously high number, I set it to 2000, so that no one can break it, cause that would take ages, and then just set, "Health Level To Override Motion" to 1950, and bada-bing bada-boom.

EDIT: Ok, this doesnt really work so well. When it looks kinda stupid if you shoot the base of the tower, and the top is still floating in the air. Anyway to make it so that when you take out one of the legs or fire a rocket, it collapses ??

Help please :)
 
This can be because of the way the physics works. If you have too many objects interacting with each other at too many points instead of bringing your CPU to it's knees the engine will 'freeze' the induvidual objects and treat them as one object until it can slowly work out what's going on.
 
OK, this is annoying me as much as I am annoying you. But I got it working. I admit, it's not the best method but, I made a box underneath the tower with nodraw texture, and set it to func_breakable. When that breaks, the tower collapses. It works pretty well, but if you have a better method, that'd be awsome.
 
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