Talk:$collisiontext: Difference between revisions

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== Bodygroup and skin? ==
== Bodygroup and skin? ==
I find it strange that you wouldn't be able to use bodygroups and skins to reduce file repetition; need to test if you can just use the standard [[CBaseAnimating]] {{code|body}} and {{code|skin}} KVs or something similar, like how prop_data gigs support {{code|breakable_skin}}.<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 13:20, 11 March 2025 (PDT)
I find it strange that you wouldn't be able to use bodygroups and skins to reduce file repetition; need to test if you can just use the standard [[CBaseAnimating]] {{code|body}} and {{code|skin}} KVs or something similar, like how [[prop_data]] gibs support {{code|breakable_skin}}.<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 13:20, 11 March 2025 (PDT)

Latest revision as of 13:21, 11 March 2025

Health

I found that Health needs to go in $keyvalues. 0 makes it invulnerable, which I recommend as a value for custom gibs, 1-100 for breakables (depending on how many hits it should take to break).

  $keyvalues { "prop_data" { "base" "Wooden.Small" "health" "0" } }

--Rayne 10:52, 23 May 2008 (PDT)

To do: Is propdata required when using $collisiontext?

Answer: Propdata is NOT required when using $collisiontext.

--Tehrasha

Source 2013 MP ignores 'debris' flag?

Can somebody confirm it? I tried model with "debris 0" in HL2DM and 2013 base - gibs are not collide with player or prop and can be destroyed only with explosive/melee. In 2007 base gibs collide with everything except each other. --Gazyi

Bodygroup and skin?

I find it strange that you wouldn't be able to use bodygroups and skins to reduce file repetition; need to test if you can just use the standard CBaseAnimating body and skin KVs or something similar, like how prop_data gibs support breakable_skin.
SirYodaJedi (talk) 13:20, 11 March 2025 (PDT)