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Fire - Mini-Rewrite

Open johnb432 opened this issue 1 year ago • 1 comments

When merged this pull request will:

  • Contains #9991, #9992 and #9993. Wait until the above has been processed before merging this.
  • If you want to burn something now, you call a targeted event ace_fire_burn (previously it was a global event).
  • Fixes a bug where invulnerable units can burn. Repro steps: Go into the arsenal mission and stand next to a vehicle cooking off (advanced vehicle damage must be enabled).
  • Split fire effects and simulation.
  • Simulation PFH runs where unit is local ~~on every machine, but code is only executed if unit is local.~~
  • The above makes fire JIP compatible for both simulation and effects (at least, looking at the code suggests it wasn't compatible).
  • There was a mention of fire propagation in the code, which did not work as I expected. Changed it so that if a unit is close to a burning unit, said unit can start burning. For this to happen, the fire must be above a threshold (#define BURN_THRESHOLD_INTENSE 3, can be changed).
  • Dead units can now catch fire.
  • Code cleanup.

Tested in SP and MP.

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  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

johnb432 avatar Jan 26 '24 17:01 johnb432

I was able to test this on a dedicated server:

  • Medical damage did not work on dead units, as the API function in medical doesn't like dead units. Changed it so that it uses events directly instead.
  • JIP works.
  • Units propagating fire between each other works.
  • Fire sources work.

johnb432 avatar Apr 10 '24 19:04 johnb432

BURN_MAX_INTENSITY is never enforced anywhere. Is it a limit that we want/should enforce?

johnb432 avatar May 26 '24 08:05 johnb432

Can you change the burn event for SOG in this PR too? https://github.com/acemod/ACE3/blob/60eabda47e16c660911a0a98327ace33359f0e75/addons/compat_sog/functions/fnc_woundsHandlerIncendiary.sqf#L37

Mike-MF avatar Jun 01 '24 20:06 Mike-MF