I hope the game will have fire propagation

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guiltyspark

FNG / Fresh Meat
Jun 24, 2010
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it would be a shame if there were flamethrowers in this game and nice pretty foliage didnt burn to a crisp and spread.

Will flamethrowers char the landscape and cause the enviroment to burn?
 

Redit

FNG / Fresh Meat
Sep 7, 2010
261
83
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Airstrip 1
Would be nice, but not essential.

With the 6 seconds of fuel you get in one of those, people probably won't be wasting it on trees, seeing as the main targets are bunkers and tunnels, but if it were to be fired at some foliage it would be a nice feature.
 
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guiltyspark

FNG / Fresh Meat
Jun 24, 2010
44
16
0
Would be nice, but not essential.

With the 6 seconds of fuel you get in one of those, people probably won't be wasting it on trees, seeing as the main targets are bunkers and tunnels, but if it were to be fired at some foliage it would be a nice feature.
you do know that most japanese bunkers were constructed out of natural materials and foliage right?
 

PsYcH0_Ch!cKeN

Grizzled Veteran
Nov 27, 2005
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www.ragequit.com
Temporary charring, that's it. Early in development we discussed having fire that spreads and burns foliage but it's too much work for too little gain. It's also a performance problem, as Unreal 3's handling of destructible environments isn't great. HoS has some destruction, but if we wanted to do that for every single tree and bush then servers would get unhappy.
 

Razorneck

FNG / Fresh Meat
Aug 7, 2011
105
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Denmark
With the advancement of technology, soon something like that can come true! Just have to wait a few years, hehe.

Actually I think it was possible in Farcry 2 if I'm not mistaken. But obviously they're 2 different engines with different possibilities and limitations
 

Nylle

FNG / Fresh Meat
Jan 31, 2011
466
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Sweden
Would be nice, but not essential.

With the 6 seconds of fuel you get in one of those, people probably won't be wasting it on trees, seeing as the main targets are bunkers and tunnels, but if it were to be fired at some foliage it would be a nice feature.

They would still be static meshes that are not necessarily in thick foliage, given the way the HoS destruction system works.

Redit is right.
A solid mesh that looks like wood is no different to one that looks like concrete. (Exept penetration, and type of ipact texture.)
 

Major Johnson

FNG / Fresh Meat
Jul 11, 2011
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Actually I think it was possible in Farcry 2 if I'm not mistaken. But obviously they're 2 different engines with different possibilities and limitations

You are correct, that was a feature in FC2. Me being the late bloomer that I am, I only recently started playing that one.

But as long as the flame throwers have an effect on the enemy that is hiding in the foliage, tall grass, trees, whatever, then that's what counts.
 

Razorneck

FNG / Fresh Meat
Aug 7, 2011
105
33
0
Denmark
You are correct, that was a feature in FC2. Me being the late bloomer that I am, I only recently started playing that one.

But as long as the flame throwers have an effect on the enemy that is hiding in the foliage, tall grass, trees, whatever, then that's what counts.

+1

I mean it would look good but I'd rather have a well playing game over something purrdy that kills servers.
 

guiltyspark

FNG / Fresh Meat
Jun 24, 2010
44
16
0
Temporary charring, that's it. Early in development we discussed having fire that spreads and burns foliage but it's too much work for too little gain. It's also a performance problem, as Unreal 3's handling of destructible environments isn't great. HoS has some destruction, but if we wanted to do that for every single tree and bush then servers would get unhappy.
well if you think about it there would probly only be one or two flamethrowers in a map at any given time

with 6 seconds of burn time i think the server resources would not exactly be a "performance problem" based on the limited use of the weapon.

I would really like to see this or at least have a particle system that leaves burning napalm on the ground that burns for like 2 minutes

I think it would be dissapointing to have a bad *** flamethrower in a game as realistic as RO and have it not act like one.

Once you get everything up and running could you please investigate it by trying it out in engine?