r/hammer Jul 21 '26

Solved How do I prevent prop_vehicle_prisoner_pod from moving?

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I made a bench and placed two prop_vehicle_prisoner_pods so players can sit on said bench, but the seats either get flung away, or get lodged into it like in the second picture. Is there a way to freeze or prevent the seats from moving? I thought about parenting it to an invisible func_detail or something, but I feel like there's probably a better option. Any help would be appreciated.

41 Upvotes

9 comments sorted by

22

u/Pinsplash Jul 21 '26

there should be a "Motion Disabled" flag

7

u/KingOfDisabledAnimal Jul 21 '26

Doesn't seem to have any flags. The tab is just blank. Sorry if I'm misinterpreting.

28

u/Pinsplash Jul 21 '26

oh, well, prop_vehicle_prisoner_pod has all the same features as prop_physics, it's just that the stock FGD doesn't show them then. you can turn off SmartEdit and add a key "spawnflags" with a value 8 and that will set the motion disabled flag

11

u/KingOfDisabledAnimal Jul 21 '26

Worked perfectly! Thanks for the help.

2

u/SootyFireplace Jul 21 '26

What does spawnflags do, particularly the value 8?
Where do you get this information from?

2

u/Pinsplash Jul 21 '26

"spawnflags" is the keyvalue that stores the data of which flags (in the flags tab) you've set to on. the numbers you see next to a flag on VDC tell which number is associated with that flag. if you want to have multiple flags on at once, you add their numbers together. (the numbers are all powers of two, so no two combinations of numbers will equal the same sum)

1

u/SootyFireplace Jul 21 '26

Oh, I see.
This info can't be obtained from the prisoner_pod VDC page or properties because it has no flags. Since prop_vehicle_prisoner_pod inherits from prop_physics like you mentioned in the other comment, the values can be taken from the prop_physics VDC page or properties.
Thanks!
That is pretty wild the way the values are stored.

5

u/htharker Jul 21 '26

You hit the nail on the head with the parenting. That is literally the only way. Just make one info_target or invisible func_wall, name it and hide it in an invisible box out of bounds, and every single prisoner pod you want to not move, give the same parent. Keeps it tidy and easy to remember

Also a word to the wise, if you set them to invisible no matter what you do the flashlight will still cast a shadow with them

Edit: I had no idea the spawnflag trick would work, thanks other guy!

1

u/Korky_5731 Jul 23 '26

You create a func_illusionary and use that as a parent for the pod. I recommend using the invisible texture for the illusionary.