Setting a physobj on fire?

I’ve got a problem. I know how to set an entity on fire (entity:Ignite), but what about a physobj? I’m making a SWEP that shoots explosive barrels, and I was wondering how I could set them on fire as soon as they are launched. The problem here is, the explosive barrel is a physobj, and so I can’t use entity:Ignite. How might I go about this?

In summary: How can I ignite a physobj? Or, rather, is there an equivelant to physobj:ApplyForceCenter for entities?

Here’s the code for the spawning and launching of barrels, just for reference if needed:



ent:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 16));
ent:SetAngles (self.Owner:EyeAngles());
ent:Spawn();
local phys = ent:GetPhysicsObject();
local shot_length = tr.HitPos:Length();
phys:ApplyForceCenter (self.Owner:GetAimVector():GetNormalized() *  math.pow(shot_length, 3));


I might be wrong but maybe you could use TakeDamage, I know it is for entities but it might work.

What? Just do ent:Ignite()

The physic’s object is simply the part of the entity that handles physics, nothing it stopping you from setting the actual entity on fire.

Oh, okay! I was being stupid. I was doing phys:Ignite, not ent:Igntie! My bad.

Lock please.

Yeah, I’m not sure why you can’t just do ent:Ignite().

Unfortunately, you can :v:

Props are still entities nonetheless.