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Entity:Ignite#529614

<function name="Ignite" parent="Entity" type="classfunc"> <description> Sets the entity on fire. See also <page>Entity:Extinguish</page>. <bug issue="3358">Under some conditions, a player who was previously on fire can still emit a burning sound when he is no longer on fire. A workaround is available on the github page.</bug>⤶ <bug issue="3358">Under some conditions, a player who was previously on fire can still emit a burning sound when he is no longer on fire. A workaround is available on the github page. **This is fixed in the next update.**</bug>⤶ </description> <realm>Server</realm> <args> <arg name="length" type="number">How long to keep the entity ignited, in seconds.</arg> <arg name="radius" type="number" default="0">The radius of the ignition, will ignite everything around the entity that is in this radius.</arg> </args> </function> <example> <description>Ignite all props on the map for 30 seconds.</description> <code> for _, ent in ipairs( ents.FindByClass( "prop_physics" ) ) do ent:Ignite(30) end </code> </example>