Raised This Month: $32 Target: $400
 8% 

Create Realistic Fire Entity


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
abgar
Senior Member
Join Date: Apr 2015
Old 05-22-2015 , 08:35   Create Realistic Fire Entity
Reply With Quote #1

Hi guys,
Anyone got any ideas for creating a realistic looking fire entity that doesn't do any damage / slow etc?

I'm looking to set a client on fire, but without taking any damage, or being slowed, or even having the burn sound - so IgniteEntity isn't really appropriate.
I know that I can remove the burn damage and the slow, and even stop the sound, but they all have adverse impacts for what i want.

So how can i create a realistic fire entity? Or can someone point me to a really good guide for how to create entities and what the applicable settings do etc?

Cheers
abgar is offline
m_bNightstalker
Senior Member
Join Date: Jan 2015
Location: JWD
Old 05-22-2015 , 10:57   Re: Create Realistic Fire Entity
Reply With Quote #2

For which game do you need it? If it's for ANY you could create an env_fire entity: https://developer.valvesoftware.com/wiki/Env_fire.

And what do you mean but putting the client on fire? Should the fire fire move with the client, or should it be on his feet?
m_bNightstalker is offline
blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 05-22-2015 , 15:41   Re: Create Realistic Fire Entity
Reply With Quote #3

just ignite the player, hook the damage which should remove the slowdown and then hook the burning sound coming from that player
blodia is offline
m_bNightstalker
Senior Member
Join Date: Jan 2015
Location: JWD
Old 05-22-2015 , 23:15   Re: Create Realistic Fire Entity
Reply With Quote #4

Ignite fire dosesn't look realistic, there are better ones like env_fire and the molotov flames in csgo, which are the most beautiful flames for this game.
m_bNightstalker is offline
abgar
Senior Member
Join Date: Apr 2015
Old 05-24-2015 , 04:34   Re: Create Realistic Fire Entity
Reply With Quote #5

Thanks guys,

So i've used this (thank you by the way )

new Float:pos[3];
GetClientAbsOrigin(client,pos);
new fire = CreateEntityByName("env_fire");

SetEntPropEnt(fire, Prop_Send, "m_hOwnerEntity", client);
DispatchKeyValue(fire, "firesize", "220");
DispatchKeyValue(fire, "health", "10");
DispatchKeyValue(fire, "firetype", "Normal");
DispatchKeyValue(fire, "damagescale", "0.0");
DispatchKeyValue(fire, "spawnflags", "256");
SetVariantString("WaterSurfaceExplosion");
AcceptEntityInput(fire, "DispatchEffect");
DispatchSpawn(fire);
TeleportEntity(fire, pos, NULL_VECTOR, NULL_VECTOR);
AcceptEntityInput(fire, "StartFire");
SetVariantString("!activator");
AcceptEntityInput(fire, "SetParent", client);

This works EXACTLY as i want it to, except for the fact that it damages the client 1 damage per second - how can i change this so that it doesn't cause any damage at all?

Cheers guys
abgar is offline
m_bNightstalker
Senior Member
Join Date: Jan 2015
Location: JWD
Old 05-24-2015 , 14:59   Re: Create Realistic Fire Entity
Reply With Quote #6

Quote:
Originally Posted by abgar View Post
Thanks guys,

So i've used this (thank you by the way )

new Float:pos[3];
GetClientAbsOrigin(client,pos);
new fire = CreateEntityByName("env_fire");

SetEntPropEnt(fire, Prop_Send, "m_hOwnerEntity", client);
DispatchKeyValue(fire, "firesize", "220");
DispatchKeyValue(fire, "health", "10");
DispatchKeyValue(fire, "firetype", "Normal");
DispatchKeyValue(fire, "damagescale", "0.0");
DispatchKeyValue(fire, "spawnflags", "256");
SetVariantString("WaterSurfaceExplosion");
AcceptEntityInput(fire, "DispatchEffect");
DispatchSpawn(fire);
TeleportEntity(fire, pos, NULL_VECTOR, NULL_VECTOR);
AcceptEntityInput(fire, "StartFire");
SetVariantString("!activator");
AcceptEntityInput(fire, "SetParent", client);

This works EXACTLY as i want it to, except for the fact that it damages the client 1 damage per second - how can i change this so that it doesn't cause any damage at all?

Cheers guys
Thats a good question. when you already set damagescale to 0.0

EDIT: Maybe "fireattack" helps you out. (Amount of time the fire takes to grow to full strength. )

EDIT2: You can still hook the dmg done by this entity and block it.

Last edited by m_bNightstalker; 05-24-2015 at 15:04.
m_bNightstalker is offline
abgar
Senior Member
Join Date: Apr 2015
Old 05-25-2015 , 04:40   Re: Create Realistic Fire Entity
Reply With Quote #7

Thanks,

My understanding of the FireAttack is that it's used when a env_fire is set to start_off and is ignited by something else, then that's how long it takes to grow to FireSize.... does that sound right?

For now i've hooked the damage attributed to the env_fire entity and nullified the damage - same outcome as what i wanted, but i just wondered if there was a setting within the entity itself that can nullify the damage.

Cheers though
abgar is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 16:06.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode