func_physbox politics


jcb
10-12-2005, 11:48 AM
Greetings,

I have a func_physbox brush entity that is propelled by a phys_thruster entity.

When the player stands on top of the func_physbox brush, and the phys_thruster is activated, the func_physbox is propelled, but the player doesn't get propelled along with it.

In other words, when he is on top of this object, it slides out from under him - when it's propelled by the phys_thruster.

My question - what needs to be set so the player remains standing on top of it while the func_physbox is in motion? I couldn't find any information about this on the Valve Wiki.

Greebo
10-12-2005, 11:54 AM
I'm having a similar problem with a physbox (a platform) attached to a pulley system.

The weight that holds the platform up can be destroyed and when it is, the platform crashes to the ground again. In HL2 - all works fine, if the player is on the platform he crashes down with it, if he's underneath, it kills him.

In DoD:S, however, if he is under the platform it just goes through him and he ends up stuck with his feet inside it. If he's on top of the platform then he doesn't drop with it, rather he ends up standing on top of the metal cage that surrounds it.

jcb
10-12-2005, 12:19 PM
Originally posted by Greebo
I'm having a similar problem with a physbox (a platform) attached to a pulley system.

The weight that holds the platform up can be destroyed and when it is, the platform crashes to the ground again. In HL2 - all works fine, if the player is on the platform he crashes down with it, if he's underneath, it kills him.

In DoD:S, however, if he is under the platform it just goes through him and he ends up stuck with his feet inside it. If he's on top of the platform then he doesn't drop with it, rather he ends up standing on top of the metal cage that surrounds it.

Curious.. :(

meelo
10-12-2005, 01:25 PM
It's the way physics objects were set up in multiplayer.

they use a different method for calculating physics movement that's much easier on network bandwidth. The tradeoff is that when a physics object is in motion it doesn't really interact with players very well. With sv_turbophysics 1 enabled a player can stand on a stationary physics object and shove them around with the +use button, but once it's in motion it goes to the multiplayer physics method which causes a player to bounce off the object or sink through it. Sorry, but it doesn't look like you can create a trap that crushes players with physics objects in multiplayer or have a player hide in a cargo container and pick it up with a large magnet so he can snipe ):

jcb
10-12-2005, 03:20 PM
Originally posted by meelo
It's the way physics objects were set up in multiplayer.

they use a different method for calculating physics movement that's much easier on network bandwidth. The tradeoff is that when a physics object is in motion it doesn't really interact with players very well. With sv_turbophysics 1 enabled a player can stand on a stationary physics object and shove them around with the +use button, but once it's in motion it goes to the multiplayer physics method which causes a player to bounce off the object or sink through it. Sorry, but it doesn't look like you can create a trap that crushes players with physics objects in multiplayer or have a player hide in a cargo container and pick it up with a large magnet so he can snipe ):

How very unfortunate.. :( but thanks for the information! :)

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