Once upon a time in live TF2, there were 2 easy ways to set players on fire via the map; the IgnitePlayer output & the trigger_ignite entity. Then the Jungle Inferno update came along and broke the IgnitePlayer output so live TF2 maps now just use trigger_ignite for torches and fire hazards.
The problem here in TF2C being that trigger_ignite doesn't exist! Thus causing incompatibilities with many live TF2 maps over a simple common element! I run a deathrun server so it's a bigger problem there. I can use stripper to manually fix this in every map it appears in by replacing them with the still working IgnitePlayer, but I'd much rather not. It's not a perfect fix either when a trigger_hurt with IgnitePlayer doesn't hurt at the same rate as a trigger_ignite.
Here's a very simple test map, the red square is a trigger_ignite and the blue squares are 2 different ways of applying IgnitePlayer with a trigger_hurt:
test_tf2cignite.txt
(Rename to .vmf cause plaintext format and upload restrictions)
I do not think this would be hard to implement because IgnitePlayer already exists in the game.
Once upon a time in live TF2, there were 2 easy ways to set players on fire via the map; the IgnitePlayer output & the trigger_ignite entity. Then the Jungle Inferno update came along and broke the IgnitePlayer output so live TF2 maps now just use trigger_ignite for torches and fire hazards.
The problem here in TF2C being that trigger_ignite doesn't exist! Thus causing incompatibilities with many live TF2 maps over a simple common element! I run a deathrun server so it's a bigger problem there. I can use stripper to manually fix this in every map it appears in by replacing them with the still working IgnitePlayer, but I'd much rather not. It's not a perfect fix either when a trigger_hurt with IgnitePlayer doesn't hurt at the same rate as a trigger_ignite.
Here's a very simple test map, the red square is a trigger_ignite and the blue squares are 2 different ways of applying IgnitePlayer with a trigger_hurt: test_tf2cignite.txt (Rename to .vmf cause plaintext format and upload restrictions)
I do not think this would be hard to implement because IgnitePlayer already exists in the game.