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FPSC Classic Scripts / Objects that can catch on fire!

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Snipesoul
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Joined: 29th Aug 2007
Location: Somewhere in New York...
Posted: 12th Feb 2010 02:45 Edited at: 12th Feb 2010 02:47
Hello people! After not posting on this site since '07, I have finally returned, and felt like contributing something to the community! After soo much Half-Life 2 playing, I wanted to try to replicate the explosive barrels found in Hl2 that catch on fire when damaged and explode. As an extra, the entity using this script can also catch on fire just by touching a fire decal!



The line with "settargetname=Fire" is basically telling us that the entity will react when touching an entity or decal named "Fire". Placing an object in the scene (preferably a fire decal) and giving it the name "Fire" can now cause your entity to light up when placed in it!

Anyway, this script isn't perfect. This whole effect only works up close. The fire decals start to flicker and disappear the further you move from the entity. If any of you expert FPSC scripters out there find a solution to this problem, I would appreciate any help!

And not to forget, you must include these lines in your entity's .fpe:

;decals
decalmax = 1
decal0 = firemedium

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The Fps Creator rocks!
16
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Joined: 24th Oct 2008
Location: Sneaking down your chimney.
Posted: 13th Feb 2010 02:27
I will use this!

Snipesoul
17
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Joined: 29th Aug 2007
Location: Somewhere in New York...
Posted: 17th Feb 2010 01:46
Alright, that's cool. Beware of it's major drawbacks, though. Can anyone think of a way to fix this?
EGG HEAD OF DOOM
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Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 17th Feb 2010 22:47
this could be done much easier and with a better look with Fenix Mod since it has the particle system from Horror Mod. still good job

Snipesoul
17
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Joined: 29th Aug 2007
Location: Somewhere in New York...
Posted: 18th Feb 2010 03:24
I did try this with Fenix Mod before, but I never got the particle commands to work. The particles only worked when they weren't attatched to anything. I checked the manual and re-read everything many times to ensure everything in my script was correct, but I still couldn't get it to work. I didn't know what the problem was, so I gave up and tried at making one for vanilla FPSC. If only FPSC had a little more flexibility in it's scripting...
EGG HEAD OF DOOM
16
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Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 18th Feb 2010 04:47
sigh...i wish that too

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