Is it possible to make trigger_hurt cause like fire damage?
I mean like you get hit by a flamethrower you start burning for a while…
Or at least so that the sound of the hurt would be different than a simple “Ughhhh…”
Thanks
Is it possible to make trigger_hurt cause like fire damage?
I mean like you get hit by a flamethrower you start burning for a while…
Or at least so that the sound of the hurt would be different than a simple “Ughhhh…”
Thanks
You could enable the “SILENT” flag, overlap it with a trigger_multiple and link the latter one to a func_speaker.
Yep thought of that… but is it possible that the player will get the flames animation on his screen as well… maybe? or is that too much for ET 
If not well will just get the sound at least 
Make a flamer to aim the player who activated the trigger. :evil: Wouldn’t recommend though. :lol: I think you can actually link the speaker straight to the trigger_hurt, not sure though.
There is a props_flamethrower, but you need to do a lot of additional mapping/programming to get it right, e.g. for the sound and hurt thingy. And afaik it doesn’t set players on fire.
/*QUAKED props_flamethrower (.6 .7 .3) (-8 -8 -8 ) (8 8 8 ) TRACKING NOSOUND
the effect occurs when this entity is used
needs to aim at a info_notnull
“duration” how long the effect is going to last for example 1.2 sec 2.7 sec
“random” how long of a random variance so the effect isnt exactly the same each time for example 1.1 sec or 0.2 sec
“size” valid ranges are 1.0 to 0.1NOSOUND - silent (duh)
*/
It won’t be very hard to link the flamethrower to the trigger + sound etc, BUT a flamethrower is as its name implies, a flamethrower, and not a “make-the-player-model-set-on-fire” thingy… It shoots flames which will also hurt other players, on a relatively long distance from the trigger.
Other than that, afaik there is no way to get the playermodel to burn.
Well will play with that somewhere affter the FP release of my map… for now a SILENT trigger_hurt with a target_speaker will do…
Maybe I will get the flammer to work… in the alpha version 
THX everyone