Re: func_*** not leaving decals
Posted by Dark Tree on
Mon May 16th 2005 at 9:27am
646 posts
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Apr 30th 2004
Occupation: DigiPen student
Location: USA
In my map I have func_walls, func_breakables, and func_buttons. the func_walls and breakables leave NO decal whatsoever when whacked or shot at (like with a pistol or a crowbar). Also, when I shoot them with a crossbow, the crossbow also isn't there...With my func_button....it DOES leave impact marks from when I hit it with a crowbar and shoot it with a gun....but with the crossbow, it doesn't show the bolt OR the decal.
Are world brushes the only thing the crossbow leaves it's bolt in? Aren't breakables supposed to have bulletholes left in them?
Re: func_*** not leaving decals
Posted by Leperous on
Mon May 16th 2005 at 10:21am
Posted
2005-05-16 10:21am
Leperous
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Aug 21st 2001
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I don't think impact decals are left on breakables, though I could be wrong. But otherwise, don't use the func_wall anymore- replace with either a func_detail or a func_brush.
Re: func_*** not leaving decals
Posted by Dark Tree on
Mon May 16th 2005 at 11:52am
Posted
2005-05-16 11:52am
646 posts
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Registered:
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Occupation: DigiPen student
Location: USA
func_detail lets the bolts stay. ...and leaves decals. :smile: func_brush does not, however. Both func_wall and func_brush have very limited options. func_brush allows me to control the transparency, which I need, but doesn't allow decals, which makes shooting it look really cheesy. But func_detail lets you shoot it....I'm guessing you just have to predefine the texture to tell it what to do. (glass, translucent, leave decal). Because the texture it worked with is a bundled glass texture.
Also, [quote]It wouldve been to much effort (or been too much of a drain on system resources) to attach the bolt to a moving object[/quote]
Painkiller does this beautifully. Very large, detailed stakes that ALWAYS stick into the player and all moving objects. Painkillers weapons = teh win.
Thanks, guys.