Help using phys_motor and phys_hinge

  • Thread starter Thread starter Tiberius
  • Start date Start date
T

Tiberius

Guest
I'm trying to build one of the spinning Ravenholm traps, and I desperately need some help. I just can't seem to figure out how to use these entities quite correctly.

Here's my setup:
* TrapPropeller_Engine as a prop_static
* TrapPropeller_Blade as a prop_physics_multiplayer
* phys_hinge centered on the propeller's axle, attached to propeller and phys_motor
* phys_motor centered on the propeller's axle, with the propeller as the attached object

I think I have the axis of rotation for the hinge and motor set correctly. I grabbed the circle and drug it up in Z (parallel to the axel of the propeller).

When I compile and run, the propeller makes a few slow turns and then stops.

I have tried putting in a physics object to tie the propeller to insteasd of the motor, various groupings of the objects, etc. without any luck. Any help or suggestions offered would be appreciated tremendouslY!
 
Make your propellor a func_physbox and get rid of the hinge. Now using your phys_motor, make the motor entity 1 and the propellor entity 2. That should be it.
 
Maybe I'm doing something wrong, but this did not yield good results for me...

I opened the propeller properties and changed it from prop_physics_multiplayer to func_physbox. In hammer, it completely disappears... If I try to compile and run the map anyway, it crashes the game.

Also, prop_physbox does not have an entry for world model. If I do get this to work, how would I get the func_physbox to look like the Ravenholm propeller?

Thanks.
 
if you are using two models, do not use a physbox. just the propeller and a motor should spin. if this isn't happening something is wrong with your motor settings. also, make sure the motor doesn't have a timeout thing.
 
My understanding is that you need to have the hinge to hold the propeller in place. Otherwise, the propeller is a physics object hanging in mid-air. When the map spawns, the propeller simply falls to the ground...

Here is the setup of the motor, it seems pretty straightforward:
Name: Engine
Rotation Speed: 720 (tried 90->720)
Spin up time: 3
System Inertia Scale: 5.0 (tried 1.0, 2.0, 5.0)
Attached Object: Propeller

It's inputs are from a func_button which turns it on and off. I also start it immediately from a logic_auto OnMapSpawn. I have "hinge object" checked. I saw on one of the wiki's that you should check this flag if the object to be spun is held by a hinge.

I appreciate the suggestions so far, though. I will gladly supply the trap as a prefab for everyone if someone is able to help me get it working...
 
check out the sample SDK maps. one of them is called something like sdk_phys_motor. That should give you enough help.
 
I had looked at the sdk_phys_motor example previously... It is spinning a func_physbox, which apprently is different than spinning a physics object.

I did learn one thing by revisting this example, though. If you check the "hinge object" flag, the phys_motor will hold the physics object in place.
 
Back
Top