Triggered DMM impact...

How to do it?

By ExtraOrdinary 2 years ago

Triggered DMM impact...

I have made a wall and I've made it func_physbox. I've cut it into pieces so that when I shot at it, it collapses... which is called DMM.

I want it to have the same effect as when I shot at it, but I want it to be triggered by a path_track when the object passes that point...

I've tried most of the output's from the funcphysbox and even tried some ouputs from triggerhurt...

If you don't get it all, which I think you won't :P I will give some illustrations :D

Hope you can help ^^

Here are some info about my testing:

I use and entity called: funcphysbox, this will be the object that goes through the wall... (should this object be funcphysbox?) it's followed with a functanktrain, and the it goes all the way to the last pathtrack

The wall is made up by: func_physbox's

The last path_track's ouputs, which will be passed by the object is like this:

My Output named: OnPass Targets entities named: Wall Via this input: Break With a parameter override of: "none" After a delay in seconds of: 1.00

So when I start this up, in Counter-Strike: Source, when the object passes the path_track nothing happens, but if I shoot at the top of the wall, everything collapses as it should, but I don't want that... I want it to be triggered -.-

So what am I doing wrong? Are the object properties wrong? Are some of the entities wrong, which should I use? Is this even possible?


What is DMM?

Digital Molecular Matter, better known as simply DMM.

Function


DMM is a simulation which allows objects to break differently from each impact. DMM takes into account the force of the impact, direction and what it is hitting, so wood splinters like wood, glass breaks like glass and a building can even crumble due to a lack of support if a pillar is destroyed.

Video Example: (go to: 3:20 to see the effect that DMM does in Source Engine)


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Replies

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    Fibbs

    So you have a wall of funcphyboxes and have a funcphysbox on a path_track which, for some reason, isn't knocking over the wall when it goes through it?

    I dunno why that would happen but you could try using an envphysexplosion. Place one of these in front of the wall (or parent it to the pathtrack). If you have the physboxes set to motion disabled, have an output to enable motion, then tell the physexplosion to explode.

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    Posted by Fibbs So you have a wall of func_phyboxes and have a func_physbox on a path_track which, for some reason, isn't knocking over the wall when it goes through it? I dunno why that would happen but you could try using an env_physexplosion. Place one of these in front of the wall (or parent it to the path_track). If you have the physboxes set to motion disabled, have an output to enable motion, then tell the physexplosion to explode.

    Thanks for the reply Fibbs, I will try and see if I can get that to work ^^

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    Logan Dougall

    Check the physboxes flags, you'll see an option for "Only Break on Trigger"

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    Crazypip666

    Are you using the start asleep flag to get the func_physboxes to hold still at the start of the map?

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    You could use an physexplosion, I don't mean env_eplode, but what is used in hl2 to roll over barrels etc. Nvm, Fibbs already suggested that :P

    Map making is what I do.