Posted: Sat Aug 08, 2015 1:53 am Post subject:
Tree Fire (done)
Hello!,
I am sorry if this was posted before, but was anyone successful using the documentation and the modenc files to recreate the tree fire logic and if so, what was the deciding factor
3x OnFire
2x TreeFire
1x SmallFire
1x LargeFire
IsFlammable=yes on trees
TreeFlammability=0.7
Scorch=no ...
I respected all of that aspects but it is still not working
Explosions of wooden buildings lead to residual flames that scatter and burn (and damage) everything around within a specified amount of time (loopcount=4) through modifications in artmd of: fire01, fire02, fire03[do not playe in onfire,treefire,smallfire,largefire) and initfire and newly created fires and their modifications in artmd...
Edit: Fire jumps from tree to tree - it is done - (gave trees armor=wood, a stength value and each fire i used got a damage value while respecting everything mentioned in the post above!) QUICK_EDIT
different tree strengths are a nice idea to represent greater trees.
2. Edit the [AudioVisual] section in rulesmd.ini and activate OnFire and TreeFire. OnFire needs 3 entries TreeFire needs 2.(Initfire2 is a custom fire I created remember to place it in the animations list in rulesmd!!)
[NUKE]
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7;
Sparky=yes
Tiberium=yes
;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim
ShakeXlo=10
ShakeXhi=10
ShakeYlo=20
ShakeYhi=20
or this:
[MirageWH] // Supposed to be a heat ray.
Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,100%,100% ; Needs balancing by designers
AnimList=IRONFX ; temp, should have flash-o-light
InfDeath=4 ; Burn death
Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway.
CLDisableBlue=true ; This says the Combat Light should be red. (1)
CLDisableGreen=true ; This says the Combat Light should be red. (2)
Sparky=yes
Wood=yes
I think Sparky=yes and Wood=yes are required - but I am not so sure about wood.
Please tell me, if it worked so I can post it in the tutorial forum! Last edited by Ich-Henker on Fri Sep 25, 2015 12:06 pm; edited 1 time in total QUICK_EDIT
Thank you Ich-Henker.
I have just returned home from work and saw this post.
I will implement these instructions within the next day or two.
I will report my results.
Thank you again. QUICK_EDIT
Thank you Ich-Henker!!!
Your mini-tut plus rereading of your posted links helped me.
I had most everything already but, "Fire=yes"........
Back to play-testing....
*Note;
I now need to make firefighters/trucks with anti-flame weapon....(recolour flamestream to imitate water and have it heal buildings??).. QUICK_EDIT
I playtested it and it worked, with a single mirage tank - have you seen the added substep 4. in the tut. ?
And I do not know about the Firefighters for the trees aren't real buildings but maybe you can make them into buildings (or count as buildings)... but yeah I will be glad to hear from you and you'r succes with the flaming woods!
PS: Oh okay, so it does already function - if so, i will put it on the tutorial section! QUICK_EDIT
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