Has anyone gotten visible fire (ie env_fire) working?

Discussion in 'Mapping Questions & Discussion' started by Obliterous, Oct 27, 2009.

  1. Obliterous

    Obliterous L1: Registered

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    Does anyone have a way to make visible fire?

    env_fire is broken, as we all know.

    I've seen maps with custom particles, but haven't figured out how to get them to work...


    Is there a tutorial for custom particles? I can get the players to ignite via the IgnitePlayer trigger, but there's no visible indication...


    Search does nothing for Me...

    //rambling, still on first cup of coffee.
     
  2. J4CK8

    J4CK8 L11: Posh Member

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    You cna decompile a map that uses the flames, like cp_egypt, and see how it's done. I might make a prefab later with the particle/light/hurt etc set up, a lot of people seem to ask this.
     
  3. Obliterous

    Obliterous L1: Registered

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    A prefab, or a relatively simple tutorial would be a GREAT help., Thanks!
     
  4. J4CK8

    J4CK8 L11: Posh Member

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    Well I've made a quick prefab Here for the egypt wall torch. It comes with the flame/hurt/light entities and the props.
     
  5. Obliterous

    Obliterous L1: Registered

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    Thanks J4CK8!

    between your prefab, and some further research/trying that I've done (Dont you love it when asking a question causes you to figure it out yourself?), I've gotten env_fire working, and without custom particles.

    To get the STOCK env_fire, we need to have fire_01.pcf in the manifest for the map.

    EX:
    For a map named test.bsp we need a text file names test_particles.txt that INCLUDES the following:

    particles_manifest
    {
    "file""!particles/fire_01.pcf"
    }

    I've attached a file that includes the swamp theme particles as well. (because I'm building a swamp map)

    The ONLY thing I haven't figured out how to do, yet, is make the fire ignitable by the pyro's flamethrower. :)

    As soon as I clean it up, example map to follow. (now if I can only figure out how to use fscking pakrat)
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You probably never will. The code is completely different stuff.
     
  7. Obliterous

    Obliterous L1: Registered

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    That's right. Crush my hopes and dreams. :p

    Doesn't mean I wont stop trying. :)

    And as soon as I run out of things to try, I'll drive down the road and protest outside their office with a sign that says `Fix pyro fire to trigger ent damage!'

    Maybe I'll wear a pyro Halloween costume while I protest...:D
     
  8. absurdistof

    aa absurdistof

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    You could do it by damage, and have some sort of identification to see if its a pyro doing it... :S
     
  9. Obliterous

    Obliterous L1: Registered

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    I tried. :( flamethrower fire will not trigger ANY ent damage that I can find.:(

    Anyway, I uploaded a test map with working env_fire and IgnitePlayer here.

    Look for the logic set to show up in a Swamp themed map in the next week or two. :D
     
  10. absurdistof

    aa absurdistof

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    I mean, if it's something insignificant in your map that sucks, but if it's significant I wouldn't have it in there the first place.
     
  11. Obliterous

    Obliterous L1: Registered

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    well, it's significant, to the map that I'm starting on, but hopefully VALVe will give us a fix before it risks being a show-stopper.

    As it sits now, the ONLY weapon that I cannot get to trigger an ent with damage is the flamethrower. Time to get the pyro costume together. (at least Bellevue is a short drive) :D

    Protest sign ideas:

    `Pyro's are NOT second class'

    `Fix the FIRE'

    `repair or despair!'

    `Fire is for Everything!'

    Anyone else have sign ideas? (or know how to trigger on flamethrower damage?)