Sounds to me like Model pos - player pos = 0 (point of impact) I know what you're saying, and I will fix the spike log as necessary! I think. On Tue, Jul 21, 2009 at 3:43 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > hey so the idea is going to be the same with the log btw > > + <---- origin (directly above log impact point) > > |=======> <----log-player impact point > > so if you can imagine how that model rotates, you can see how it could > start verticle, and then as you rotate it, it would look like it's swinging > down to hit the player. > > The distance between the origin and the impact point will have to be > matched to the map (might be a trial and error process) so make sure it's > the right height etc. > > does the idea make sense? > On Tue, Jul 21, 2009 at 1:34 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > >> thanks. I learn by example! >> >> >> On Tue, Jul 21, 2009 at 3:33 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> great job nick! >>> >>> >>> On Tue, Jul 21, 2009 at 1:26 PM, Apache User < >>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>> >>>> User:rorac >>>> >>>> Message: Hinged is the offset version of floor_trap_25x60x4 >>>> >>>> There you go Kent! (: >>>> >>>> >>>> >>>> <Files Changed> >>>> A Art/Models/Maps/TheVoid/FirstTemple/Floor_Trap_Hinged.ms3d >>>> >>>> >>>> >>> >> >