Network of Fire

Nov 2, 2010
355
1,048
yo

Not a TF2-related question, but a Hammer one in general.

I'm making an Alien Swarm level with which I want to use a dynamic fire system; fire entities are scattered all around the map and I'd like to make it so that they ignite the ones they are immediately adjacent to on a timer. If left to grow, they will ignite each other in sequence and set fire to the whole map. If the player uses a fire extinguisher and puts one out however, they can cut it off.

I've added a few fire entities that cannot be extinguished as they reignite themselves if the player extinguishes them. I can make it so that each fire ignites another one after a set amount of time but I'm having trouble with stopping the ignition if the first flame is extinguished.

Imagine there are two points called A and B. If A is ignited, B will ignite after 10 seconds. How can I make it so that extinguishing A after is has been ignited will not ignite B? As I have it now, B will still ignite after the time limit even if A is extinguished.

I hope this makes sense. If anyone knows how I can set this up I would be very grateful. I've been playing around with the logic entities for ages now and I still can't get a working system.

Cheers.
 

henke37

aa
Sep 23, 2011
2,075
515
I could have sworn that the source engine had native support for fire spreading. Did you try using that?
 
Nov 2, 2010
355
1,048
i-am-an-idiot-thumb.jpg


I can't believe how stupid I am. I just increased the radius of the entities and now they ignite each other fine. Thanks for that. I'm going to slam my head against a brick wall for a few minutes.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
For what it is worth, I can answer your question anyway! logic_relay has a CancelPending input, so if you want to send timed commands that might need to be stopped, you put them in a relay on delay.