Quote: "-How do I make a flame decal appear above a barrel when I shoot it once."
You'll have to place your Decal above the barrel. Edit the decal.fpi script like this:
;Artificial Intelligence Script
; 0-once face player
; 1-once keep angle
; 2-loop face player
; 3-loop keep angle
; 4-once face up
; 5-loop face up
; 6-character-spot-decal (at end of entity characters gun if available)
;Header
desc = Runs Decal Loop
;Triggers
:state=0,activated=1:rundecal=2
;End of Script
Then add this command to the barrel's script:
:healthless=100:activateifused=1
Make sure you place the name of the decal in the ifused box (e.g. smallfire) and change the start script of the decal to appear1.fpi
Quote: "-When the flame decal is playing the timer goes down from 4 seconds."
same script as above with timer added.
;Artificial Intelligence Script
; 0-once face player
; 1-once keep angle
; 2-loop face player
; 3-loop keep angle
; 4-once face up
; 5-loop face up
; 6-character-spot-decal (at end of entity characters gun if available)
;Header
desc = Runs Decal Loop
;Triggers
:state=0,activated=1:rundecal=2,timerstart,state=1
:state=1,timergreater=4000:rundecal=0
;End of Script
Quote: "-When the timer reaches zero the barrel explodes and the decal disappears."
Decals don't give the option to link to an
Ifused entity, so the only way to accomplish this is to syncronize the timing of the decal and the destruction of the barrel. You can do that by adding this command to the barrels main script:
:healthless=100,timergreater=4000:destroy
*This last code is thearedical. i haven't tested it so it may not work well. At least you know that it can be done.
Quote: "The barrel doesn't have to be able to move (picked up etc) because that would complicate things."
you can keep a dynamic entity grounded by setting Isimmobile to
YES!