func_'s not leaving decals Created 19 years ago2005-05-15 20:02:28 UTC by Dark Tree Dark Tree

Created 19 years ago2005-05-15 20:02:28 UTC by Dark Tree Dark Tree

Posted 19 years ago2005-05-15 20:02:28 UTC Post #109671
In my map I have func_walls, func_breakables, and func_buttons. the 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 ti with a crowbar and shoot it with a gun....but with the crossbow, it doesn't show the bolt OR the decal.

Does the only thing the cross bow leave a mark in is world brushes? :confused:
Posted 19 years ago2005-05-23 05:48:47 UTC Post #110585
each world entity has information on how it reacts to whatever is going on. ive used func_breakables before and im pretty + that it does leave decals. I can't say i've used func_walls, but i dont see why they shouldn't have the code. It may be because func_'s can have any brush texture added to them so it can't determin precicely what to display. but as far as i know it would just use the default brush information.. i duno?! ive never had to ponder over that.
Posted 19 years ago2005-05-24 02:32:19 UTC Post #110670
Use func_Walls for things that the player isnt going to get close to as they dont decal.
Posted 19 years ago2005-05-24 16:58:36 UTC Post #110745
func_brush is teh new func_wall.

func_detail pwns them both (unless you need toggling) anyhoo.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-05-25 00:35:15 UTC Post #110770
func_decal did it. func_wall is pretty much onsolete I guess. :P
Posted 19 years ago2005-05-25 20:17:40 UTC Post #110925
Aye, it's legacy support.
RabidMonkey RabidMonkeymapmapmapfapmap
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