I am trying to create a platform that can be moved with physics (shot, bumped, etc.) but can also be walked on. I have tried to parent an invisible func_brush to a func_physbox_multiplayer but the brush seems to disappear and the physbox is immobilized.
I have also tried to use a constraint anchor parented to the physbox and a constraint linked to the anchor via the constraint system, and the brush parented to the constraint. this yields an immobile walkable platform with an imobilized physbox. i thought it would work :( does anyone know if it's possible to parent a func_brush to a physics object at all? where might i be going wrong here? [specifically the physbox is sandwiched on an x/y plane by two physics clip brushes with a name filter, one above and one below, so it slides horizontally only. the physbox is made up of several brushes because its shape has inside corners. it works flawlessly but has very "bouncy" collisions, being a func_physbos_multiplayer, so the player falls through it. in my trials i have gotten errors that display in-game on the physbox entity that say something like "physics penetration error" so i thought maybe i should make sure the brush entity is not overlapping the physbox but that doesn't seem to help with the walkable platform, although i did fix the error. i have also tried containing one completely within the other, and the opposite. constraining them together of course immobilizes the physbox since a func_brush is immobile unless parented. i have tried making the physbox the invisible entity and giving the brush entity the materials instead, but i doubt it would make any difference.] help! Aaron Stout
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