nub wrote:This is actually rather interesting. It reminds me of a map I made of an arena full of physics-based traps and stuff that you'd trigger by blowing something up. It would send things like cars or combine roller-mines flying with the intention of colliding with other players. I also had cannons at each spawn area which fired cars out of them to the opposite end of the arena for added chaos. I even put in a giant crane magnet that would move back and forth across the map and pick up objects and whatnot. But I overdid it and the map had the tendency to lag, and unwanted chain reactions would occur with the potential of wiping out both teams in one fell swoop.
But anyway, I like seeing maps like this that add physics elements and such that can either be your friend or your worst enemy. I'm curious...how exactly did you get the boxes to move around like that?
Hehe, bold move with car cannons you had made. Whacky idea
I'd love to see the map and test it if it's still around. The performance issues might not a problem today. I remember in the old CS days there was some kind custom castle map that had a human cannon. Never seen a car cannon though!
Ideas like that, which make the map unpredictable in some ways I like and it was also what I tried to create.
Regarding the wipe outs, hah, yeah... That happens to me too but luckily only when BOTs play. The bots are programmed by Valve to shoot at physics props apparently. So when they are near one "boombox" they shoot at them and they can end a round in 2 seconds by wiping out their own team!
You ask me how I achieved the effect of the motions. Well since I'm not a programmer I always need to find ways to reach my goals the non traditional way or make it work with simple tools. And partly it was a fluke that it worked so well.
I edited the physics to non realistic settings. Which generated this effect.
I'll share the dev comments I've made for myself.
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//Mass in kilograms
$concave
$mass 8.001 //higher value the faster they move
$inertia 0.01
$damping -1.00 //negative values makes them slide up angled/sloped surfaces. Set very high and they fly around bouncing of walls.
$rotdamping -1000.00 //-1000 makes them slide
edit: Oh yeah, as you see the comment mentions flying models. I never got to test that out much to see what fine tuning does of the values but they did fly around like crazy bees in the level. The black flying boomboxes I have are currently only on path_tracks right now.