Glitchy Pyro flames prevention

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Phil25

L1: Registered
Jun 13, 2015
49
10
So, we all know how glitchy Pyro's flame thrower's flames are. You fire at a corner under an angle and you can easly set a player behind it on fire. Does any one know any good ways or tricks to prevent that?

My specific problem is that I have a block which players can walk on and a wall (2.5Hu thick) going from a top edge of that block up with its bottom face fully touching the block. When players on top of that block get close to the wall they can be ignited by a Pyro spamming flames from below.

I tried putting an invisible brush covering both block and the wall and sealing the "space" inbetween those two things with it. None of those ways seem to work. I was thinking of turning the whole thing into a model and see how that would work but I haven't tested it yet.

Thanks, guys, for all the help! :D
 

tyler

aa
Sep 11, 2013
5,102
4,621
Yeah, having 16u walls works. I end up with 8u walls and 8u trim and playerclipping the walls over the trim solves it.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Random somewhat unrelated note - I put a Strange Part Players Hit on one of my flamethrowers.

71 kills, 35 allies extinguished, 31 projectiles reflected... 3438 players hit

Apparently it counts each particle as a seperate hit.

[Edit] Wait, does block bullets stop flame particles?
 
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Phil25

L1: Registered
Jun 13, 2015
49
10
Yea, block bullets does stop flame particles but it doesn't fix the problem in any way while being too thin.

My problem is that I have quite a narrow hallway and I can't really afford having anything close to 8hu, not talking about 16.

Is there really nothing that can be done?
 
May 25, 2015
390
307
I think this works with bullet penetration in CS:GO, but I don't know if it works with flames in TF2. Try putting two seperate block bullet brushes sandwiched right next to each other. It doesn't matter how thin they are, there just needs to be two of them, and they need to be layered like re-inforced cardboard (if that exists).
 

tyler

aa
Sep 11, 2013
5,102
4,621
The solution in this case is to build your map with the engine limitations in mind, or adjust what you have. To my knowledge there is no other solution than simply putting space between the particles and the player.
 

Tumby

aa
May 12, 2013
1,084
1,192
The minimum wall width to prevent this kinda stuff is 12 units. These 12 units are the distance between the collision mesh on one side and the player's bounding box on the other. That means you can blockbullet either side to make sure nobody gets burned. Or you can "thicken" the wall/ceiling with playerclip on both sides. That will require visual representations however.

TMP has a good video on how the physics of it works, but I'm pretty sure any material less than 16hu is going to allow flames through.
Everything let's flames through. The check if anything is blocking the flames comes after the particles already hit.


Yeah, having 16u walls works. I end up with 8u walls and 8u trim and playerclipping the walls over the trim solves it.
You keep saying "trim", but what do you mean with that? Here is what I understand as "trim":
7e763fdf9d.jpg


But I'm having the feeling that you call this here a trim:
c4d1e9635c.jpg


I call it "support beams". You would need these on both sides (with playerclip) to ensure nobody gets burned.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
I call the latter trim because it's typically the same size as actual trim and I tend to build them at the same time, like baseboards and stuff. I guess it's not really trim in the strictest sense, you're right. I mean support beams. They're kind of interlinked so w/e
 
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