I've been dabbling with ventilation, so far I've got the guys on the roof, made sliceable objects for the guys to cut up, but where would I even begin to make this affect the burn time or intensity? D:
Just thought I'd throw that out there
Hi! If you manage to write a script that finds and reads the fireobjects of the building they're standing on you can change a few FireObject settings by script.
class FireObject: public Actor
{
virtual bool IsValid() const;
void Burn();
void SetTemperature(float degree_); //!< Handle with care!
float GetMaxMaterialTemperature() const;
void SetMaterial(const char *material_);
void Large();
void Small();
void StopLarge();
void StopSmall();
void Stop();
bool IsBurning();
bool IsBurned();
void SetActive(bool active_);
void Restart();
virtual Vector GetPosition() const;
virtual void SetPosition(const Vector &v_);
};
This might help you out, but I never bothered with the FireObjects. Check out some of the original mission scripts to find out how to apply those codes.
I like the other idea (search building) more and I'm convinced its possible. However, I don't have a lot of time to help you with the script. My suggestion is to use the EnterHouse script and change it so you can both target open_houses AND objects named "door". However, you only want a victim or an injured firefighter when the building behind that door is actually burning, so that will make the script more complex.
Hoppah




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