Neat idea, can't figure out how to make it work.

Discussion in 'Mapping Questions & Discussion' started by Thanks4TheDiscordBanIibo, Nov 29, 2010.

  1. Thanks4TheDiscordBanIibo

    aa Thanks4TheDiscordBanIibo

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    -snip, quitting-
     
    Last edited: Jan 1, 2019
  2. keithgarry

    keithgarry L2: Junior Member

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    Last I checked, env_fire doesn't work in TF2. You have to use env_sprite instead. And the fire sprites SUCK.
     
  3. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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  4. Pseudo

    Pseudo L6: Sharp Member

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    To make the same effect as a Pyro's flamethrower, use a info_particle_system with the particle system named "flamethrower". There's a list of all the particle effects here, if you want to try out a different one such as "burning_torch".

    To set a player on fire, use a trigger_multiple or a trigger_hurt with the output OnStartTouch, target entities named !activator via the input igniteplayer. You would then send "Enable" to the trigger and "Start" to the particle when the button is pushed.

    Dynamic lighting is very expensive to render. If you just want to make it pitch black, maybe env_screenoverlay or env_fade would be able to do that.