Igniting entities

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Igniting Entities

This tutorial uses an env_entity_igniter to light compatible entities on fire.

The Fiery Tool

First make a stick, (long, thin brush) tie it to a func_physbox (ctrl-t). I use a physbox so that our fire tool is like a "torch" you move with the Gravity Gun and +USE key

Class: func_physbox
Keyvalues Comments
Name physbox_pole The name that other entities refer to this entity by.
Prop Data None If set, it will override this entity's health and damage taken from various weapons.

The Prop Data was no set because it applies health, and we don't want our stick to break. You may also want to set the spawnflag "Only Break on Trigger", so that it will not break unless told to. You may also want to set the "preferred carry angles" so the the stick always points the same way while being carried, something like (-5, 0, 90) is a good place to start.

It should look like this

After you've created your physbox, you'll want to move the origin to end of the stick, because that's where the fire will sit once it is caught alight. The origin is a little circle in the 2D views, and a blue orb in the 3D views (only visible when the physbox is elected).

Tip.pngTip:If you can't see it, go to View->Show Helpers





Next, make the env_entity_igniter, this can be placed anywhere on the map.

Class: env_entity_igniter
Keyvalues Comments
Name igniter The name that other entities refer to this entity by.
Entity to ignite !activator Name of the entity to catch on fire.


The next entity we will need a is a trigger_multiple. put it on end of the pole, like an extension (or a fire).

Class: trigger_multiple
Keyvalues Comments
Name trigger_igniter The name that other entities refer to this entity by.
Parent physbox_pole The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
Start Disabled Yes
It should look like this

Make sure you set the trigger's spawnflags correctly I suggest checking the "everything (except physics debris)" and the "physics debris" box. ; )

The outputs of the trigger should be as followed:

"trigger_igniter" Outputs
My Output Target Entity Target Input Parameter Delay Only Once
Entity-output-icon.png OnStartTouch igniter Ignite <none> 0.00 No


Setting the env_entity_igniter's target to "!activator" will make it ignite what ever triggers our trigger_multiple.

However, our trigger starts disabled, and out stick is not fire yet, hmm...

The Source Fire

Tip.pngTip:This step is for added realism, complexity, and because I can. You can skip it, by adding a fire or a sprite to end of your stick, and starting the trigger enabled.

Make an env_fire entity somewhere on your map. Make sure set its spawnflags to your liking; I recommend at least "Start On" and "Infinite Duration". Then make another trigger_multiple around the fire. Make this trigger exactly like the one on your stick:

Trigger Outputs
My Output Target Entity Target Input Parameter Delay Only Once
Entity-output-icon.png OnStartTouch igniter Ignite <none> 0.00 No

This will cause our stick (and more) to ignite, but not enable its own ignition trigger, so continue reading...

The spread

It should look like this

The simplest thing to do is to have our pole enable the trigger when damaged, like this:

"physbox_pole" Outputs
My Output Target Entity Target Input Parameter Delay Only Once
Entity-output-icon.png OnHealthChanged trigger_igniter Enable <none> 0.00 No
Entity-output-icon.png OnHealthChanged trigger_igniter Disable <none> 10.00 No

This way, when the pole is damaged, it enables the trigger (and lets you burn more things) for 10 seconds, which is the default flame lifetime set by the env_entity_igniter. Unfortunately, now the pole will enable the trigger when it takes damage in any way! To fix this we will use a filter_damage_type

Class: filter_damage_type
Keyvalues Comments
Name filter_burn The name that other entities refer to this entity by.
Filter mode Allow entities that match criteria If set to Allow, only entities who match the criteria will pass the filter.
Damage type BURN The damage type to filter by.

Make sure you set "physbox_pole"'s keyvalue "damage filter" to "filter_burn".

Victims

  • physbox
  • npc
  • func_breakable
  • prop

A note about NPC's

  • reaction
  • relationships
  • path nodes

Conclusion

Don't forget to make a player start, a gravgun, and other things like a suit (or maybe a healthcharger).

Your finished map should look like this:

Here are some shots of the effects in the game:
WiseOnewayGlass04.jpg
WiseOnewayGlass05.jpg
WiseOnewayGlass06.jpg

Wrap up

Feel free to play around see what works, hopefully this article have stimulated your imagination.

Credits

  • The tutorial was created by Bit Mage 14:37, 21 Mar 2008 (EST)