Spinning this topic off from discussion in NDRQs. I've been looking at Springheel's powder keg entity class; this is what I've currently got: Moving a slow match or a candle next to the barrel only ignites it because it's so sensitive to being pushed by moveables (see below). They don't have enough of a stim radius to reach the origin (and something weird's up with the candle flame: I had to move a light_candleflame entity right next to the origin to ignite it, regardless of radius). I f
Can I still post about my own experiments here as well? I was able to successfully create a fractured bottle. I ported a simple model, created a fractured version comprised of 5 pieces, both sharing the same uvs. Since all the pieces are sharing the same origin point with the original model, the flinders function swaps the normal bottle for the broken bottle on the exact same coordinates, which is what I wanted. Check it out here: https://1drv.ms/u/s!AtiNx4pGNqbmb-SbSEurYpQmLRs Put it int