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Add Tiberian Sun fire starting/spread/flammability logic #18656

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henskelion opened this issue Sep 28, 2020 · 1 comment
Open

Add Tiberian Sun fire starting/spread/flammability logic #18656

henskelion opened this issue Sep 28, 2020 · 1 comment

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@henskelion
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henskelion commented Sep 28, 2020

One of Tiberian Sun's more unique features was how certain weapons would start fires which would linger and actually damage units, as well as spread to nearby trees and cause general chaos.

Documentation on how it worked can be found here: https://www.modenc.renegadeprojects.com/Sparky

There is also dedicated logic for how forest fires can be started: https://www.modenc.renegadeprojects.com/TreeFlammability

One thing that I suggest be changed for flammability logic is that the wood armor type being mandatory for setting fire to buildings should be removed

Any Armor=wood and SpawnsTiberium=no terrain object hit by a Sparky=yes warhead with positive damage can be ignited. Either the first or the second item from the TreeFire list is spawned randomly and attached to the terrain object. When the animation finishes playing and no other animations are attached to the burning terrain object, it extinguishes.

Ideally this would be replaced with a trait that simply allows any actor to be considered flammable or not on a case-by-case basis, since only allowing for wood-armor actors to be flammable unnecessarily limits the potential this logic has for modders.

One thing these articles leave out is that fire, when spawned on the ground, worked in such a way that large fires would persist until turning into a smaller fire upon "dying", which would then turn into even smaller fire upon dying, etc until the smallest form of fire is reached. I thought this should be pointed out since this is different from the way smoke in ORA works, where large smoke simply disappears totally once it stops.

@PunkPun
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PunkPun commented Dec 5, 2022

#18730 was merged

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