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#61 Hoppah

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Gepost 25 april 2013 - 12:51

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

#62 Nic

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Gepost 15 augustus 2013 - 04:03

I was thinking that there could be a junkyard that the wreckers return to after an accident. Maybe some cars can spawn from there once and a while. It was just an idea. Idk if this has been mentioned. 


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#63 Axxif

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Gepost 17 augustus 2013 - 03:53

Why not make the smoke act as a toxic substance, and poison everyone inside, per say. Also maybe makeit very heavy smoke. Then when you vent the structure the smoke dissipates some. Also maybe make it a requirement for entering the structure, otherwise there'd be a chance of a backdraft (I.E. explosion at the door when the FF tries to enter the structure)

#64 Lewis Martin

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Gepost 28 mei 2014 - 07:38

Hey guys I have a few ideas for mods which I think would work really well but I need someone to teach me how to do skins and map textures etc or do them for me please. Just message me if you are interested in making a couple of new mods.



#65 randomperson139

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Gepost 28 mei 2014 - 07:48

Look in the tutorials section, there are a variety of tutorials available. I would suggest starting with reskinning units, from something like the LA Mod.


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#66 Oberfrankengamer

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Gepost 06 juni 2014 - 09:49

From what i can say it is possible to create new extinguish possibilities like foam.

 

Here i show it in an early preview of my mod 1 year ago:

 



#67 RangerDog

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Gepost 06 juni 2014 - 01:30

This is a script from Wegberg, (Or another mod, dont know the name anymore)


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#68 Miercolini

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Gepost 07 juni 2014 - 05:29

Yea I have seen this foam script before. Part that I could not figure out is if you could actually have certain objects that must have foam to put them out


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#69 Connor Brumleve

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Gepost 06 mei 2015 - 07:44

I've been thinking...
Could foam be possible?

If you were to create a new liquid type or new particle type.
It could be scripted to spawn at the target point for a cool or extinguish command, then it would fade away.
I guess what I'm saying is perhaps it could almost be modeled off the liquid effect from the broken hydrants in the deluxe edition.

Or even easier, make a foam engine that instead of shooting out water, it shouts out a foam like liquid that is white and that has a stronger cooling/extinguishing power. And you can maybe script it to get stronger as more foam gets on the object (because that is kind of what happens irl) and you can also do.the dog bleed effect but with foam.

I do not quite know what you mean by Mid-Mount Aerial Trucks, but IF the vehicle has a standard type ladder I do not believe it plays any role as long as the fire fighter can reach the basket to get up in the air. A multi-arm system is currently an issue nobody can solve(probrably impossible). The game's engine is designed for ladders to rotate and extend on the same axis. By this I mean the ladder has a single rotation point, from there the ladder turns and elevates, then the segments will extend outward as needed. I am unaware of a solution that will allow you to change this measure other than a hard-scripted event (which would limit the truck dramatically to only doing one movement alone when it deploys). If it is a standard straight line ladder, regardless to how it is mounted it should still be capable of functioning regardless of placement on the vehicle as long as the firemen can reach the basket. IF the basket is out of reach they can't enter it to use it, making it do nothing at all.

For the very same reason a functional Cherry Picker is not likely to work properly unless it is a scripted static object.

Gee Dang-it. I guess that is why no one has made a Telet-shirt engine (an engine with a boom (articulated) that shoots water onto a fire). I thought no would be making the first with my mod.

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