I'm looking for a way to reliably disable all default fires (entity_flame) - preferably prevent them from spawning in the first place (instead of removing them upon creation).
I couldn't manage to find a good solution when doing some digging, and was hoping someone could enlighten me.
Isn't there a way to override default entities by creating a Lua one with the same name (maybe alongside some more tricks)?
This.. is interesting. I tried a basic version of this just now and it seems that the entityflame entity itself is no longer drawn, however an attempt to ignite a prop or a NPC will still trigger burning behavior. It's my best lead for now though!
If the ignite function that GMod uses fires an input to the target entity, there is maybe nothing to do about it, or I am wrong and you can try looking at GM/AcceptInput if it helps with anything and try to block Ignite/Extinguish inputs there.
You can disable the damage in an EntityTakeDamage hook
if IsValid(dmginfo:GetInflictor()) and dmginfo:GetInflictor():GetClass() == "entityflame" then
dmginfo:SetDamage( 0 )
end
I don't think it is the entityflame inflicting the damage, since he replaced the entity. Chances are the engine triggers a certain event (burning behaviour) without inflicting any damage. No shame in trying, tho.
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