trigger_vphysics_motion?

cylyk

Newbie
Joined
Sep 25, 2003
Messages
168
Reaction score
0
doesnt ANYONE know how this thing works? I want to launch phys objects and trigger_push just isn't launching them far enough. I tried using this vphysics thing, but it's not as straight forward as I thought and it just won't work ingame...

help me please
 
Its actually pretty strait forward once you actually figure it out once. Took me a couple of tries, I was working on a conveyor belt system and I came up with a launcher.

The properity you are looking for is the linear force option, just jack that up some.

I'm attaching my watermelon launcher for you to use and look at. This is what is involved:

It uses a trigger_vphysics_motion "molded" to a ramp which propells the watermelon outword. The actual brush acts as a ramp. If you want the melons to go faster, just increase the linear force. They can go pretty fast...but too fast will destroy the melon before its actually launched.

There is a func_tank in there used to aim the launcher. The func_tank is tied into a trigger multiple. So, "on use" of func_tank turns on the trigger multiple, the trigger multiple turns on the spawner. The spawner...well spawns.... the ammo drops into a teleport field and *Ahem* comes out at the teleport destination which is then launched.

The launcher system is turned off by releasing control of the tank.

Its not designed to be "pretty", I assembled basic brushes to learn the different functions. This files is meant to be a tutorial. The watermelons are visable as they spawn, I left the spawner visable so you can see that work. In an actual map, it should be hidden better.

Enjoy.
 
yeah I figured it out eventually but it doesn't launch things far enough. any ideas?
 
Increase the linear force on the trigger_vphysics_motion.

I had my watermelons flying across the map. I set them to a resonable number on the file I uploaded, so that they would hit the wall and bounce off.
 
Back
Top