Re: Custom wound that does not add to gibwoundlimit?
At some point we got an
AttachEmitter method which lets you add wounds directly through lua, so that may be better than position following. Also, since we can
store object references on actors I'd suggest you try a system that works along the following lines:
1. When a flamethrower 'bullet' hits an actor it checks if the actor's MyFlamethrowerWound (or whatever you want to call it) object value exists
2. If it doesn't exist, it attaches a new FlamethrowerWound emitter to the actor, and sets the actor's MyFlamethrowerWound object value to that emitter. The wound emitter would have a separate script on it that does whatever damage over time or other effects you want.
3. If it does exist, it tells the attached wound that another piece of fire has hit, and the wound does whatever it needs to (damages the actor, increases DOT, etc.)
As a bonus, this sort of setup could be used for any weapon of this sort, with the only difference being what the wound does over time and what it does when it gets told that another bullet has hit its actor.