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Glitchy Pyro flames prevention

Discussion in 'Mapping Questions & Discussion' started by Phil25, Aug 24, 2015.

  1. Phil25

    Phil25 L1: Registered

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    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
     
  2. Crash

    aa Crash func_nerd

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    My understanding is that you need to put 16 hu between where the flames can hit and the player.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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    Yeah, having 16u walls works. I end up with 8u walls and 8u trim and playerclipping the walls over the trim solves it.
     
  4. EArkham

    aa EArkham Necromancer

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    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?
     
    Last edited: Aug 24, 2015
  5. Phil25

    Phil25 L1: Registered

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    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?
     
  6. Dr. Orange

    Dr. Orange L6: Sharp Member

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    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).
     
  7. Crash

    aa Crash func_nerd

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    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.
     
  8. tyler

    aa tyler snail prince, master of a ruined tower

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    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.
     
  9. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    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.

    Everything let's flames through. The check if anything is blocking the flames comes after the particles already hit.



    You keep saying "trim", but what do you mean with that? Here is what I understand as "trim":
    [​IMG]

    But I'm having the feeling that you call this here a trim:
    [​IMG]

    I call it "support beams". You would need these on both sides (with playerclip) to ensure nobody gets burned.
     
    • Thanks Thanks x 1
    Last edited by a moderator: Aug 29, 2015
  10. tyler

    aa tyler snail prince, master of a ruined tower

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    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
     
    Last edited: Aug 24, 2015
  11. Phil25

    Phil25 L1: Registered

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    Thanks for all the help. Thickening walls to 12Hu has helped me a lot :)