This tutorial is going to show you how to apply physics to brushes. Some of you may have seen the "Traptown" HL2 movie where the large container falls from the wooden platform. Well we are going to do something similar to that.
First of you need to have a raised area for your object to fall from, a player spawn and a few lights. As you can see below, I have made a very simple raised area.
Next we need a platform for the object to sit on. Select the texture you would like for your platform, and make a brush similar to the one in the image below with 4 more brushes as the legs of the platform.
You must now decide what direction you would like the object to fall in. Once you know what way you want it to fall, tie the two posts on that side to func_breakable. This is explained in the image below.
For this example, you only have to worry about 2 Keyvalues
Strength: 1 (can make it stronger by increasing number - 1 will do for this example)
Material Type: Wood
Now click on the platform and tie it to "func_physbox" and change the "Material Type" to wood.
We now need something to sit on the platform that will fall when the posts are shot out. In this example, I am going to use the oil drum model. Select your entity tool
and click somewhere on top of the platform.
While the entity is still highlighted, press alt+enter and the properties box will be displayed. Make the entity a "prop_physics" and browse in the "World Model" field for "oildrum001.mdl" or use this path - models/props_c17/oildrum001.mdl. Now click apply and close the dialog box. You will see that the entity now looks like an oil drum. You can place as many oil drums as can fit on the platform if you wish, but it can slow down slower machines if you use too many. I am going to use 6 barrels.
That’s it! Now you can go in game and test your physics. If you followed the tutorial correctly, the final product should look something like this.
Related:
Example Map
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