Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add Tiberian Sun forest fire/tree burning logic #18657

Closed
henskelion opened this issue Sep 28, 2020 · 2 comments · Fixed by #18730
Closed

Add Tiberian Sun forest fire/tree burning logic #18657

henskelion opened this issue Sep 28, 2020 · 2 comments · Fixed by #18730

Comments

@henskelion
Copy link

Tiberian Sun included logic for tree flammability. This didn't just mean fire weapons damage trees, but that warheads with the "sparky" function would set trees on fire, creating a looping flame animation on the tree that would slowly damage it, while also having a random chance every frame to spread to nearby trees.

Articles on how this logic worked can be found here and here:

https://www.modenc.renegadeprojects.com/TreeFlammability

https://www.modenc.renegadeprojects.com/TreeFire

@Mailaender
Copy link
Member

This is how I did it OpenHV/OpenHV@92f6359 in @OpenHV.

@pchote
Copy link
Member

pchote commented Oct 18, 2020

The TreeFlammability and TreeFire entries give a good explanation on how to implement the ignition and spread probabilities.

The damage and animation switching from big to small to none is implemented using the standard animation system with FIRE1, FIRE2, FIRE3 in art.ini that are essentially self documenting.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

3 participants