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Author Topic: Func_Breakable  (Read 3678 times)

Wanderer

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Func_Breakable
« on: May 04, 2007, 09:26:36 pm »
Quote from: "Zenerka"
Quote from: "Wanderer"
I don't know if there are any other reasons for not including func_breakables more regularly, but I know they exist and function.

No fun with breakable things if they just dissapears - because of no "breaking" sound for particular materials as well as no particles (exploding glass window, crashing wood barrel, etc).


Is this the only reason for non-inclusion, or is it assumed the entities will need more attributes later (so you can get these sounds and particles), so it would be double the work if we started including them now?

Offline Mattn

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Func_Breakable
« Reply #1 on: May 04, 2007, 10:06:27 pm »
particles are working - and sounds too - we just don't have both of them

Wanderer

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Func_Breakable
« Reply #2 on: May 08, 2007, 05:17:21 pm »
Okay, did some research in historical threads.  In regards to the func_breakables, are they still 'transparent' for purposes of LoS and lighting?  IE: Only use them for windows?  Or has this been altered.

If that has been fixed, should I also set the 'window' flag in surface to allow for LoS?

Offline Mattn

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Func_Breakable
« Reply #3 on: May 21, 2007, 10:55:58 pm »
you can use func_breakables for everything you like - but i've only used them for windows up to now.