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