Try changing the material line to CDI:MATERIAL:CREATURE_MAT:INORGANIC:DR_FIRE_IMMUNE_COATING:UNDIRECTED_VAPOR]
It should then form a cloud around them, but it will be inhaled/contact them immediately. With liquid glob it's probably not able to hit itself.
I did do that and just doing that causes the secret holder to sometimes inhale the vapor and get the syndrome.....But the solution to that is the following:
The syndrome that produces the vapor will also add an effect (it doesn't matter what it is) for 100 ticks (in my case I just removed the "CAN_SPEAK" tag). That syndrome will have the same [SYN_IDENTIFIER:<whatever>] so that while the CAN_SPEAK is removed the inhalation doesn't go into affect.
It is a far from perfect system, but it is semi-functional......Thanks Eric Blank for pointing me in the correct direction.
As to ArrowheadArcher's question:
Not sure if this is a modding question, but I want to convert to 1 meter to cubic centimeters and vice versa for realism. I'm currently using this, but I don't know how accurate it is: http://www.endmemo.com/cconvert/cm3m.php
Another modding question would be how to get civs to use/make a material exclusively, like rock, bone, or bronze/copper for bronze age or prehistoric mods.
I don't think it is meaningful to convert meters to cubic centimeters (unless I am misunderstanding something here?) So I am not sure what the goal of that is.
As for the other question (this is my understanding, which may not be perfect):
Everyone has access to raw materials (except elves, which have some hardcoded logic): ie anything in the ground.
Then the [PERMITTED_REACTION] tags add reactions that an entity can use. For instance dwarves have the following:
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
which lets them make steel. But everyone can make iron stuff because they all have access to raw materials.
Like I said....I am fairly new to this, but I believe that is how that works