To Make Burning Fire "Burn" Player

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To Make Burning Fire "Burn" Player

Postby lightman68 » Sun May 27, 2012 10:50 pm

Hi...

Tsup...

I'm trying to make a Molotov Cocktail for a WAD and I'm trying to figure out how to make the fire from the Molotov burn a player even after getting out of the fire (which would mean they are burning). I've tried making all these sorts of things like custom inventories but I can't find out the solution.

I'm aiming to make the Molotov's fire burn the player for like around 2-4 seconds while taking away 2 health points every second or so. Can someone please assist, I'm stuck :? .
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Re: To Make Burning Fire "Burn" Player

Postby DBThanatos » Sun May 27, 2012 11:55 pm

You could just make an ACS script that does precisely that. On the other hand, you could also play with A_Warp, to create a projectile that "sticks" to player, calling a tiny A_Explode as many times as you want, and you could even spawn some fire FX to sell the idea better.
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Re: To Make Burning Fire "Burn" Player

Postby AFADoomer » Mon May 28, 2012 12:05 am

Wouldn't it be easier to use the PoisonDamage actor property on your fire?

http://zdoom.org/wiki/Actor_properties#PoisonDamage
Last edited by AFADoomer on Mon May 28, 2012 12:06 am, edited 1 time in total.
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Re: To Make Burning Fire "Burn" Player

Postby lightman68 » Mon May 28, 2012 12:05 am

DBThanatos wrote:You could just make an ACS script that does precisely that. On the other hand, you could also play with A_Warp, to create a projectile that "sticks" to player, calling a tiny A_Explode as many times as you want, and you could even spawn some fire FX to sell the idea better.

Awesomeness, thanks for the help. I'll see what I can do.
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Re: To Make Burning Fire "Burn" Player

Postby lightman68 » Mon May 28, 2012 12:07 am

AFADoomer wrote:Wouldn't it be easier to use the PoisonDamage actor property on your fire?

http://zdoom.org/wiki/Actor_properties#PoisonDamage

Hmm, that also might work. I'll still see what the outcome is. Thank you for the help also.
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