Arma 3

Arma 3

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Wildfire
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Data Type: Mod
Mod Type: Mechanics, Terrain
Velikost souboru
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77.170 KB
4. lis. 2021 v 11.39
3. kvě. 2022 v 10.47
Poznámky ke změnám (6) – zobrazit

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Wildfire

V 1 kolekci od uživatele Seb
Seb's Mods
11 položek
Popis
Wildfire!

This mod adds scripted fire spreading from foliage to foliage, and optionally buildings.

Fires do damage, and are affected by wind direction, speed and rain.

Fires can be started via module or script, and all fires can be extinguished in an emergency.

The performance FPS wise is better than you'd expect, but less than perfect.

FEATURES:
- Spreadable wildfire
- Compatible with any modded map
- Eden/Zeus modules for starting and ending fires
- Takes rain, wind direction and wind strength into account
- Damages AI and players
- ACE Medical Compatible (no compats needed)
- CBA Settings for behaviour and performance
- Optionally burn buildings
- Emergency extinguish module
- Multiplayer compatible
- Serverside calculations


HOW TO USE:

You can use the provided modules, accessible via both 3DEN and Zeus.
The modules can be activated via synced trigger.

Fires can also be started via script (see examples).

The fire spreading parameters can be adjusted via CBA settings

SCRIPT EXAMPLES

Start a fire (needs to be executed globally)

_tree remoteExecCall ["wildfire_main_fnc_fire"]

Emergency stop all fires (needs to be executed on server):

0 remoteExecCall ["wildfire_main_fnc_emergencyStop", 2]

Extinguish an individual object (needs to be executed on server):

_tree remoteExecCall ["wildfire_main_fnc_extinguishObject", 2]

Please submit any contributions, bug reports, stringtable translations, or feature requests to this projects Github:

https://github.com/Seb105/Arma-Wildfire

Licensed under GPLv2

Looking for an Arma community? Check CNTO out:

https://www.carpenoctem.co/

https://www.youtube.com/watch?v=QE8tMdhDYjI
Počet komentářů: 142
DickLouden 29. kvě. v 8.49 
Is there a setting to change the chance or likelihood of fire spreading? I'd like to tone it down some, I made a little mission in the editor where I shoot up an armored column but then the fire starts and does does most of the work for me
combineunit212 22. kvě. v 10.41 
tho it could be other mods i use along with this one
combineunit212 22. kvě. v 10.40 
when i tried, a car exploded and set trees on fire :NATO:
REDACTED 9. kvě. v 23.24 
Dumb question: Is there any way to get these to start dynamically in-mission? Say, someone throws a molotov, or too many tracers zip through the wrong bush, and a whole forest goes up?

I'm 100% comfy with running Zeus and adding the module manually on mission start. I'm just looking for a way for any random player or AI to start one, with any random flammable objects...by accident :)
LEE O C 28. bře. v 1.46 
this is boss on sog maps
Seb  [autor] 6. bře. v 12.03 
Sever and client need the mod
Catertico 5. bře. v 18.19 
Nice mod! Is it server-side? I mean, can I use it as zeus whether or not other players have it? BTW it'd be great finding a way to make some explosions start a fire.
Rowdy 14. led. v 18.42 
LA atm
Lieutenant Blueberry 7. zář. 2024 v 1.58 
Its nice but it would be nicer if there would be an Possibility to Extinguish the fires per hand, with an Fire Hose or something.
Ace 27. srp. 2024 v 1.18 
The answer is no. This is a mission maker tool.