So I began to wonder is there a way to achieve texture dependent puffs and particles from attacks hitting
walls. Maybe even ceilings / floors.
To get the idea. If you have say, a sword and you hit a stone textured wall it leaves a decal and also spawns
puff with sparks. But if you would be hitting with that same sword on a wood textured wall it would then
naturally leave a different looking decal and splinters of wood would fly around.
Also the impact sound would be different depending on the surface you are hitting. Stone emits a metallic
clank and wood would naturally have a choppy or thudding sound.
Tried to browse through wiki to find some solution via decaldefs, actor properties and states and such.
But couldn't figure anything out. I do know how to make custom decals, puffs and impact sounds with
weapons etc. But need help to figure out how you could have a surface dependent variables.
Thx in advance from any help or tips.
