QC - flammable prop help

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kizzycocoa
975 Posts
Posted Mar 10, 2013
So, I have this goddamn barrel that will not make itself flammable. Can you tell me what I am doing wrong?

[code:31eezxjq]$staticprop
$modelname "props\SBAHJ\BORREL.mdl"
$scale "1.000000"
$body "Body" "BORREL_ref"
$cdmaterials "models/props/SBAHJ"
$sequence idle "BORREL_ref"
$surfaceprop "wood"
$collisionmodel "BORREL_phys" {
$concave
$maxconvexpieces 3
$mass 150
}

$keyvalues {
"prop_data" {
base Wooden.Large
health 10
allowstatic true
explosive_damage 100.000000
explosive_radius 50.000000
fire_interactions {
flammable "yes"
ignite "halfhealth"
explosive_resist "yes"
}
breakable_model WoodChunks
breakable_count 5
breakable_skin 0
}
physgun_interactions
{
"preferred_carryangles" "0 0 0"
}
}
[/code:31eezxjq]

I have tried to fiddle with this so much, and have [strike:31eezxjq]ducked[/strike:31eezxjq] [strike:31eezxjq]fucked[/strike:31eezxjq] messed it up /so much/ in the space of a day T_T
all I want is a borrel that can be set on fire when it's at half health/in fire, and to have it explode when destroyed.

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vanSulli
994 Posts
Posted Mar 10, 2013
Replied 9 minutes later
This is what you need.
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kizzycocoa
975 Posts
Posted Mar 10, 2013
Replied 2 minutes later

vanSulli wrote:
This is what you need.

the article wrote:
that doesn't move

I need the borrels to move D:!

edit: wait, to clarify, I can make them explode easy. it's setting on fire which is absolutely broken.

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kizzycocoa
975 Posts
Posted Mar 11, 2013
Replied 19 hours later
FINALLY fixed! I realised that having it in the prop_data section was wrong, contrary to other files. I moved it out like the physgun section, and it worked!
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Cadeη
90 Posts
Posted Mar 17, 2013
Replied 5 days later
Couldn't you just parent an env_fire and env_explosion to a physics object with the world model being that of a barrel?
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kizzycocoa
975 Posts
Posted Mar 17, 2013
Replied 41 minutes later

Cadeη wrote:
Couldn't you just parent an env_fire and env_explosion to a physics object with the world model being that of a barrel?

Flammability was the main issue. Explosions were easy. Also the effect would be worse if that method was applied. Plus, these barrels would re spawn for the map using prop_physics_respawnable for HL2DM, meaning the fire would bug out.

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