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Scripts v.281
*sam*
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Some more character history logs.. injuries

Extra chance of a vehicle catching fire when it has ammo or fuel cargo damaged

Explosions are more violent if a vehicle has a lot of fuel in its fueltank, in cargo, or has a lot of explosive ammunition.

Exploding vehicles now create puddles of flaming oil, depending on how much fuel they have onboard (cargo+fueltank)

NPCs now look further for cliff-edges to avoid on certain maps.. specifically, Gates of Sarsfield and The Pits
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Posted May 6, 2010, 1:34 pm
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As far as the cliff edges.....does that mean they will be more cautious earlier, and slow down?
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vet wv

Posted May 6, 2010, 1:50 pm
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I... Think this dosent work as intended sam...
S206681
3 times I get cars engulfed in infernos, 2 of those goes on to "Car is about to blow..." message, and all of those times, the fire was put out right after said explosion warning appeared... is this just crappy luck on my part?
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Posted May 6, 2010, 2:55 pm Last edited May 6, 2010, 2:56 pm by FireFly
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FireFly said:
I... Think this dosent work as intended sam...
S206681   
3 times I get cars engulfed in infernos, 2 of those goes on to "Car is about to blow..." message, and all of those times, the fire was put out right after said explosion warning appeared... is this just crappy luck on my part?


Yeah, they can go out anytime. Sometimes even when they're burning a lot..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 6, 2010, 3:02 pm





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Posted Today, 5:53 pm
*sam*
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I assume he was talking about enemy cars?
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Posted May 6, 2010, 3:05 pm
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Everything is perspective.

Good looking changes, Sam. :)
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vet marshal wv

Posted May 6, 2010, 3:12 pm
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*sam* said:
FireFly said:
I... Think this dosent work as intended sam...
S206681   
3 times I get cars engulfed in infernos, 2 of those goes on to "Car is about to blow..." message, and all of those times, the fire was put out right after said explosion warning appeared... is this just crappy luck on my part?


Yeah, they can go out anytime. Sometimes even when they're burning a lot..
Just saying, once it reaches "Explosion may be imminent", well, the explosion should be pretty much imminent...

I think it would be a lot better if the fire lessened over time, I mean, come on, a blazing inferno doesn't just go *Poof*  :rolleyes:
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Posted May 6, 2010, 3:23 pm
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FireFly said:
*sam* said:
FireFly said:
I... Think this dosent work as intended sam...
S206681   
3 times I get cars engulfed in infernos, 2 of those goes on to "Car is about to blow..." message, and all of those times, the fire was put out right after said explosion warning appeared... is this just crappy luck on my part?


Yeah, they can go out anytime. Sometimes even when they're burning a lot..
Just saying, once it reaches "Explosion may be imminent", well, the explosion should be pretty much imminent...

I think it would be a lot better if the fire lessened over time, I mean, come on, a blazing inferno doesn't just go *Poof*  :rolleyes:



perhaps you dont understand what the word 'may' means

fires behave in very unpredictable ways...using up fuel or oxygen... people put stuff out...
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Posted May 6, 2010, 3:38 pm Last edited May 6, 2010, 3:38 pm by goat starer
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Ideally, vehicles catching fire should start off with a fairly small fire, which would increase with intensity depending on what the vehicle contains.

Flamethrowers would be a bit of an exception though, since they kind of SHOOT FIRE.

But really, there needs to be a way to set people to the task of (attempting) putting the fire out -- and fire resistant suits for peds -- else you'll just have unstoppable fires and lots of explosions.

Which I'm not against.

Basically one of the main reasons for pushing for the changes in fire/explosion was to have it "make sense" to the player. No arbitrarily random explosions, and no hey the raging inferno of death suddenly disappeared for no reason other than random chance.
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Posted May 6, 2010, 3:40 pm Last edited May 6, 2010, 3:42 pm by Serephe
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take a look at S99025, not much happens before turn 35 but after that...
no explosion, the estate filled with 10 HFOJ mags
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vet wv

Posted May 6, 2010, 3:41 pm Last edited May 6, 2010, 3:42 pm by Psygo
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in war some things go boom... HMS Hood... instant KABLOOOIE

some things burn for hours and never explode ... The Bismark... hours of floating and burning

There is no good modelling of this except keeping it pretty random. Sometimes your car should just go bang when a shot hits your magazine... sometimes not.

the only bit it needs is the assignment of characters to fight the fire and use of bulk to store extinguishers. This would reduce but not remove the randomness and chaos that is fires.


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Posted May 6, 2010, 3:54 pm Last edited May 6, 2010, 3:56 pm by goat starer
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goat starer said:
in war some things go boom... HMS Hood... instant KABLOOOIE

some things burn for hours and never explode ... The Bismark... hours of floating and burning

There is no good modelling of this except keeping it pretty random.

the only bit it needs is the assignment of characters to fight the fire and use of bulk to store extinguishers. This would reduce but not remove the randomness and chaos that is fires.


Then maybe the car in a firey inferno should just burn for the rest of the match, like you described there, but the fire shouldn't just "Go away" when it's that intense.

And yes... extinguishers are a given...
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Posted May 6, 2010, 3:56 pm
*sam*
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Yeah I know, I know... it's actually the way I implemented the flame/smoke particle emitters that forced me down this road. Currently the server tells the clients "ok, start up a flame emitter at this point on the vehicle and burn it for 4 turns" .. this needs to be changed so that the server can give updates.. "hey, emitter #6 needs to be extended for another turn" etc..
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Posted May 6, 2010, 4:21 pm
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Then why are you sitting here telling me about it, get to work :p
Honestly thou, I guess that is more complicated to change than I think it is...
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Posted May 6, 2010, 4:27 pm
*sam*
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Often things you think are simple actually aren't, yeah. This one isn't too bad though, really.. looking into it now.
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Posted May 6, 2010, 4:30 pm
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^^
But can you just clarify how the fires will work when it comes to "Blazing inferno", what is the chance of the fire dying at that point? I know we don't want everyone blowing up everywhere, but even if there is no explosion, a raging inferno burns for a good while without anything around to stop it.

Also, something I've been wondering for a while... does gunfire affect a fire, because they seem to die earlier when I shoot out the engines...?
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Posted May 6, 2010, 4:36 pm
*sam*
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FireFly said:

But can you just clarify how the fires will work when it comes to "Blazing inferno", what is the chance of the fire dying at that point?


I'm changing it so an explosion will only happen when a car is already burning moderately or worse, and will only go out when its burning mildly. So in answer to your question, the chance will be (at the next patch) zero.

FireFly said:

Also, something I've been wondering for a while... does gunfire affect a fire, because they seem to die earlier when I shoot out the engines...?


It can do, yes.. insofar as it might cause a secondary fire which adds to the strength of the existing fire.
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Posted May 6, 2010, 4:39 pm
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*sam* said:
FireFly said:

But can you just clarify how the fires will work when it comes to "Blazing inferno", what is the chance of the fire dying at that point?


I'm changing it so an explosion will only happen when a car is already burning moderately or worse, and will only go out when its burning mildly. So in answer to your question, the chance will be (at the next patch) zero.
In other words, if you see the message representing a medium/heavy fire, that car is pretty much toast unless you finish the event quickly?

*sam* said:
FireFly said:

Also, something I've been wondering for a while... does gunfire affect a fire, because they seem to die earlier when I shoot out the engines...?


It can do, yes.. insofar as it might cause a secondary fire which adds to the strength of the existing fire.
:cyclops:



As a side note, an easy way to do the firefighting thing would be to simply put the pedestrian outside the car, right click the car, and have a "Fight Fire" option turn up, its not complicated, but should do the job...

Without extinguishers or anything like that thou, it would be pretty futile  ;)
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Posted May 6, 2010, 4:42 pm Last edited May 6, 2010, 4:43 pm by FireFly





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Posted Today, 5:53 pm
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