Re: env_fire properties
Posted by Dark Tree on
Sat Nov 8th 2008 at 1:40pm
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I seem to be having some trouble setting up an env_fire. I put it on top of func_breakable wood, and after about 15 seconds, the wood breaks, and the fire goes out. The only way to keep the fire going is if I move the func_breakables to world. It's driving me nuts
What I want to have is fire that only hurts the client... not anything else.... any way to achieve that? I tried making all of its damage set to zero... but it still hurts the player and still destroys all breakables around it.... how do I TURN OFF the damage on an env_fire.... and if you can't... what entity do I use for naturalistic flames without the flame pain output... something that I can just have a trigger_hurt around to control what I want to hurt and destroy and what not to.
Re: env_fire properties
Posted by Dark Tree on
Mon Nov 10th 2008 at 3:06am
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I do have the orange box, but I am mapping this for the core hl2 engine, so that everyone can play it. I might switch... I don't know. Is there an entity that isn't Orange Box specific that will allow me to have fire without pain?
Re: env_fire properties
Posted by Dark Tree on
Sun Nov 16th 2008 at 1:58pm
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I'm not sure how to make my own "particle system" .... and I don't know what a particle editor is. I don't know if this is relavent or not, but Valve VDC lists the particles that the info_particle_system can handle [url=http://developer.valvesoftware.com/wiki/Half-Life_2:_Episode_Two_Particle_Effect_List HERE[/url]. Among the list is NOT env_fire. The wiki for that entity is actually pretty vague comparitively... I'm not sure exactly what it does. I messed around with it in the Orange Box Episode 2 Hammer, but couldn't figure anything out...
anyone here wish to elaborate how I could make good looking fire with info_particle_system that does not hurt the player? I would prefer I have a non-hurting fire entity setup that works for all source games though.... not just Ep2 if possible.
Re: env_fire properties
Posted by Dark Tree on
Mon Nov 17th 2008 at 8:16am
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Duly noted. Looking into the particle editor. If I switch to Ep2, is everything going to function the same? Is Ep2 completely backwards compatible across the board with official source entities and such?