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Help with fire...


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zeroibis
Veteran Member
Join Date: Jun 2007
Old 01-11-2011 , 15:49   Help with fire...
Reply With Quote #1

I want to have a fire effect that is spawned on the map. Originally I was using env_fire until I found out that it could set the bomb site on fire...

So then I opted to spawn an entity and use IgniteEntity() to make the fire effect.

However so far I have been unable to get IgniteEntity() to work on anything but weapon models. Does anyone know how to get it to work on other things or is there something larger than a weapon I can set on fire.

I plan to make the object transparent anyways so I only care that it is big enough to make a cool effect:

Here is what I am doing now but it will not set on fire:
Code:
new fire = CreateEntityByName("prop_physics");
            DispatchKeyValue(fire, "model", "models/Gibs/HGIBS.mdl");
            DispatchSpawn(fire);
            TeleportEntity(fire, VectorPos, NULL_VECTOR, NULL_VECTOR);
            
            //SetEntityMoveType(fire, MOVETYPE_NONE);
            
            //SetEntityRenderMode(fire, RENDER_TRANSCOLOR);
            //SetEntityRenderColor(fire, 1, 1, 1, 0);
            
            IgniteEntity(fire,60.0);
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blodia
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Join Date: Sep 2009
Location: UK
Old 01-11-2011 , 15:59   Re: Help with fire...
Reply With Quote #2

PHP Code:
SetVariantFloat(60.0);
AcceptEntityInput(fire"IgniteLifetime"); 
try that.
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zeroibis
Veteran Member
Join Date: Jun 2007
Old 01-11-2011 , 16:37   Re: Help with fire...
Reply With Quote #3

Above code did nothing... I placed it right after the teleport or do I need to place the code somewhere else?

Here is what I have:
Code:
new fire = CreateEntityByName("prop_physics_override");
            DispatchKeyValue(fire, "model", "models/stalker.mdl");
            SetEntProp(fire, Prop_Send, "m_CollisionGroup", 1);
            //DispatchKeyValue(fire, "sequence", "0");
            DispatchSpawn(fire);
            TeleportEntity(fire, VectorPos, NULL_VECTOR, NULL_VECTOR);
            SetVariantFloat(60.0);
            AcceptEntityInput(fire, "IgniteLifetime");
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Last edited by zeroibis; 01-11-2011 at 16:53.
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Monkeys
Veteran Member
Join Date: Jan 2010
Old 01-11-2011 , 17:10   Re: Help with fire...
Reply With Quote #4

Couldn't you just use an env_fire with damagescale = 0.0 and ignitionpoint anything above 0.0?
Or do you want to ignite things other than the bombsite?
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he's never gonna be alri-i-ight.
Oooh get a lid on that zombie,
or he's gonna feed all night.
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zeroibis
Veteran Member
Join Date: Jun 2007
Old 01-11-2011 , 17:29   Re: Help with fire...
Reply With Quote #5

All I want is to be able to make fire without setting the bomb site on fire... lol

For example:
Code:
new fire = CreateEntityByName("env_fire");
            DispatchKeyValue(fire, "firesize", "100");
            DispatchKeyValue(fire, "fireattack", "5");
            DispatchKeyValue(fire, "firetype", "Plasma");
            DispatchKeyValueFloat(fire, "damagescale", 0.0);
            //DispatchKeyValue(fire, "spawnflags", "1");  //Used to controll flags
            DispatchSpawn(fire);
            TeleportEntity(fire, VectorPos, NULL_VECTOR, NULL_VECTOR);
            AcceptEntityInput(fire, "StartFire");
This will cause the bomb site to catch on fire, so I can not use it
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Last edited by zeroibis; 01-11-2011 at 17:37.
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zeroibis
Veteran Member
Join Date: Jun 2007
Old 01-11-2011 , 18:05   Re: Help with fire...
Reply With Quote #6

I think I may have found a way around all of this, if I just spawn the right combination of fire sprites I can create the effect I want.
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Monkeys
Veteran Member
Join Date: Jan 2010
Old 01-11-2011 , 18:13   Re: Help with fire...
Reply With Quote #7

If you set ignitionpoint above 0.0, it shouldn't ignite if damagescale == 0.0 (0.0 x damage is still 0.0)
__________________
Get a lid on that zombie,
he's never gonna be alri-i-ight.
Oooh get a lid on that zombie,
or he's gonna feed all night.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 01-11-2011 , 18:17   Re: Help with fire...
Reply With Quote #8

the other env_fire's only catch fire if they take fire damage. if your env_fire doesn't do any damage then you should be fine. you may have to activate the entity for ignite to work for post 1 and 2.
if you just want the flame effect use what i posted here, theres an example how to use info_particle_system earlier in the thread.
also you could try the entity called "_firesmoke", remember to activate it after spawning it, you can check the 1st entity in a datamap dump for some dataprops to configure it.

Last edited by blodia; 01-11-2011 at 18:19.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 05-29-2012 , 09:49   Re: Help with fire...
Reply With Quote #9

aa, blodia have already (usually) found solution

PHP Code:
#include <sdktools>
public OnPluginStart()
{
    
RegConsoleCmd("sm_test"test);
}

public 
Action:test(clientargs)
{
    new 
ent CreateEntityByName("_firesmoke");
    if(
ent != -1)
    {
        
DispatchSpawn(ent);

        new 
Float:origin[3];
        
GetClientEyePosition(clientorigin);
        
TeleportEntity(entoriginNULL_VECTORNULL_VECTOR);
        
SetVariantString("!activator");
        
AcceptEntityInput(ent"SetParent"client);
    }
    return 
Plugin_Handled;



But here if somebody interested....
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Mitchell
~lick~
Join Date: Mar 2010
Old 05-29-2012 , 11:56   Re: Help with fire...
Reply With Quote #10

Does _firesmoke have any more like inputs? like material, or color?
size?

Last edited by Mitchell; 05-29-2012 at 15:00.
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