Template talk:KV BreakableBrush: Difference between revisions

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(Propdata doesn't override material type, but needs testing in other games)
 
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The propdata description says it will override strength and material type. I just tested this and it doesn't override material type in {{css}}. I think someone should test in other games before changing the template though, as it may be different in other games. Also, the last real material type seems to 'rocks' (or 'web' in {{hls}}); using 'none' just uses the default which is 'wood', so that should probably be noted, or simply remove 'none'. --[[User:Sirhephaestus|Sirhephaestus]] ([[User talk:Sirhephaestus|talk]]) 06:29, 28 November 2024 (PST)
The propdata description says it will override strength and material type. I just tested this and it doesn't override material type in {{css}}. I think someone should test in other games before changing the template though, as it may be different in other games. Also, the last real material type seems to 'rocks' (or 'web' in {{hls}}); using 'none' just uses the default which is 'wood', so that should probably be noted, or simply remove 'none'. --[[User:Sirhephaestus|Sirhephaestus]] ([[User talk:Sirhephaestus|talk]]) 06:29, 28 November 2024 (PST)
Edit: Upon further testing propdata overrides the sound when damaged (if a sound is defined, otherwise it uses the material type sound), but not the break sound or the gibs it produces.

Revision as of 09:22, 28 November 2024

The propdata description says it will override strength and material type. I just tested this and it doesn't override material type in Counter-Strike: Source. I think someone should test in other games before changing the template though, as it may be different in other games. Also, the last real material type seems to 'rocks' (or 'web' in Half-Life: Source); using 'none' just uses the default which is 'wood', so that should probably be noted, or simply remove 'none'. --Sirhephaestus (talk) 06:29, 28 November 2024 (PST) Edit: Upon further testing propdata overrides the sound when damaged (if a sound is defined, otherwise it uses the material type sound), but not the break sound or the gibs it produces.