- Mar 2, 2018
- 124
- 4
An antithesis to the broken func_breakable and all the entities that inherit its class that cannot detect pyro flame damage, this prefab allows you to fire outputs when a pyro uses their flamethrower.
If you wish to disable collisions simply add a logic_auto with a OnMapSpawn <whateveryounameit>:AddOutput:solid 0 on the tf_generic_bomb entity.
Set up the outputs with the OnDetonate output of the generic_bomb entity.
The model that the generic bomb uses isn't probably that important either but I'm pretty sure the bomb's hit detection uses its bounding box \ physics mesh so it's probably important to note.
That's pretty much it, very simply prefab but I haven't seen anyone post anything about the fire detection problem of func_breakable and the likes of it yet so here it is in case you want to let players light stuff on fire in your map.
If you wish to disable collisions simply add a logic_auto with a OnMapSpawn <whateveryounameit>:AddOutput:solid 0 on the tf_generic_bomb entity.
Set up the outputs with the OnDetonate output of the generic_bomb entity.
The model that the generic bomb uses isn't probably that important either but I'm pretty sure the bomb's hit detection uses its bounding box \ physics mesh so it's probably important to note.
That's pretty much it, very simply prefab but I haven't seen anyone post anything about the fire detection problem of func_breakable and the likes of it yet so here it is in case you want to let players light stuff on fire in your map.