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Tree Fire (done)
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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sat Aug 08, 2015 1:53 am    Post subject:  Tree Fire (done) Reply with quote  Mark this post and the followings unread

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

http://ares-developers.github.io/Ares-docs/new/forestfires.html?highlight=forest%20fires

http://modenc.renegadeprojects.com/TreeFlammability

http://modenc.renegadeprojects.com/Sparky

Thank you People!   Smile

Last edited by Ich-Henker on Thu Aug 13, 2015 11:35 am; edited 2 times in total

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Aug 08, 2015 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

The trees need Armor=wood, and you have to shoot them with a Sparky=yes warhead. Then you should see them set ablaze.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sat Aug 08, 2015 11:07 am    Post subject:   Reply with quote  Mark this post and the followings unread

Hey Alex!

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sat Aug 08, 2015 12:27 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Okay, then there is this document, which promotes to attach a damage value to a fire animation to get the forest fire logic back

http://modenc.renegadeprojects.com/Fire

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!)    Idea

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Mon Sep 14, 2015 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tutorial?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 14, 2015 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spoonfeeding?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Sep 14, 2015 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

The answer is staring you right in the face, perhaps stop and actually read the thread before asking questions?

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Tue Sep 15, 2015 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I have read and all that was there was on the posted links.
Have been trying for years...

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sat Sep 19, 2015 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey,
no need to be rude  Laughing i can try to write you a little mini tutorial if you are still intersted!

Bye!

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Sat Sep 19, 2015 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Excellent!

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon Sep 21, 2015 8:50 pm    Post subject: Tutorial: Tree Fire (edited) Reply with quote  Mark this post and the followings unread

1. Give every (!) tree a strength value and armour = wood in the rulesmd.ini

like this =

[TREE01]
Armor=wood
Strenght=50
IsFlammable=yes
;ares
Name=Tree
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=6

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!!)

OnFire=FIRE01,FIRE02,INITFIRE2
TreeFire=FIRE02,INITFIRE2

3. Go to the artmd.ini  and edit the fire01/02/initfire2 like this =

[FIRE01]
Scorch=no
Damage=1.5
Rate=600
LoopCount=2
StartSound=BuildingFireBig

[FIRE02]
Damage=0.8
Scorch=no
Rate=600
Report=BuildingFireBig
LoopCount=1

[INITFIRE2]
Image=FIRE01
Rate=450
Scorch=no
Damage=0.8
LoopCount=2
Report=BuildingFireBig

PS:No SmallFire LargeFire is needed!

4. In order to fire up the trees you have to specify some weapon's warhead characteristics like this:

[Fire]
CellSpread=.5
PercentAtMax=.5
Wood=yes
Verses=600%,500%,200%,100%,100%,100%,150%,100%,100%,200%,100%
;Verses=600%,148%,59%,6%,2%
InfDeath=4
Sparky=yes
Fire=yes
ProneDamage=600%

or this:

[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

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Thu Sep 24, 2015 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Fri Sep 25, 2015 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

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??)..Smile

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Fri Sep 25, 2015 12:14 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Hey Wink,

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!  Very Happy

PS: Oh okay, so it does already function - if so, i will put it on the tutorial section!

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Fri Sep 25, 2015 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have just now saw your added, step.4 .
I had already knew to modify the warheads from years of reading and trying to get this to work.

* "wood=yes" on warhead?

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