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AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin
It doesn't even look like an error but it must be. It shows up every time I have a func_physbox be damaged by a laser.
First off, the physbox acts like it's immortal despite having a strength of 120 while the laser hurts at 100 DPS. As in after 5-6 seconds it still has not broken.
The issue goes away when I give the physbox a prop.data (wooden.tiny) but then it breaks too fast. Plus it sounds like wood breakng when it is supposed to be metal. I tried metal prop.data's but they took too long to break.
Is the strength option supposeed to override the prop.data because it isn't.
