I'm testing entities out. I'm using three blocks that use func_physbox. Now I have questions!
How can I make a func_physbox explode? I've set Explosion Damage, Radius, and Magnitude. They don't work.
How do I change the weight of the blocks?
Different faces are darker than others due to dynamic lighting. How can I fix this?
What would I do to make the block kill (and destroy) whatever it hits?
These are the few questions I have. Help would be appreciated.
Comments
Not sure about the weight. There is the mass scale option but I'm not sure if it works correctly.
The faces always have the same lightning they have when they spawn. So if your physbox is on the ground, the bottom face is gonna be pitch black because no light hits it. You can fix this by placing the physboxes in the air so light can hit them from every direction, or use the minimum light level which is a number between 0 and 1. 0 allows pitch black areas in the physbox and 1 means the physbox is fullbright.
If you want the physbox to destroy a wall for example, you can create a trigger_once brush around the wall, and have it destroy the wall when activated. Then use filter entities to make it so that only your physbox can activate the trigger_once.
2. don´t know
3. different faces are darker than others
4. don´t know also
Does that also mean that prefabs are harder to render as the same prefab as a model made with propper?