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Old 12-29-2009, 04:26 PM   #1
Meza82

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Default explosions and heavy tracer rounds should ignite fires

imho, the explosions and heavy tracer rounds should, upon impact, ignite fires on PR objects, if possible with BF2 limits.

fires started by explosions and heavy tracers should be graphically and gamplay (near) identical to the molotov fire in-game, including smoke effects.

fires should be caused by, but not limited to, explosives: grenades, all L-AT including RPG weapons, IEDs, all H-AT weapons, all HEAT cannon rounds, artillery and mortar fire, all weapons from all flying vehicles, TOWs; and for heavy tracers: .50 cal, 12.7mm, all 7.62mm, maybe 5.56mm).

fires should only be ignitable on logical objects in realistic situations (7.62mm tracer cant inginite a an APC but it can ignite a technical or dry grass, and HEAT and .50 cal rounds can ignite buildings, etc): all vehicles (because of fuel), trees, some houses, parts of some buildings, some grass.

this is a graphics addition and gameplay change because the fire can hurt, kill, and the smoke affects vision LOS.

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Old 12-29-2009, 04:31 PM   #2
Herbiie

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Default Re: explosions and heavy tracer rounds should ignite fires

Problem is that while dynamic objects are possible, a large number of them will cause many PCs to lag. If this is possible with little lag then it's quite a good idea, though I reckon it'll make PCs lag too much.


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Old 12-29-2009, 04:55 PM   #3
Meza82

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Default Re: explosions and heavy tracer rounds should ignite fires

Quote:
Originally Posted by Herbiie View Post
Problem is that while dynamic objects are possible, a large number of them will cause many PCs to lag. If this is possible with little lag then it's quite a good idea, though I reckon it'll make PCs lag too much.
i just mean for heavier weapons to cause a molotov-like fire effects on certain logical objects. i've seen like 4 or 5 molotov fires during an intense cache defense against the Marines and there was no lag.

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Old 12-29-2009, 05:00 PM   #4
Herbiie

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Default Re: explosions and heavy tracer rounds should ignite fires

Quote:
Originally Posted by Meza82 View Post
i just mean for heavier weapons to cause a molotov-like fire effects on certain logical objects. i've seen like 4 or 5 molotov fires during an intense cache defense against the Marines and there was no lag.
Its not the fire it's the object, basically atm we have dynamic objects (slum buildings) that have a certain health and then blow up, so these could have a certain health and then catch fire.


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Old 12-29-2009, 05:05 PM   #5
Lagsalot 56k

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Default Re: explosions and heavy tracer rounds should ignite fires

I like the idea, but i think it should only be explosives and not weapon rounds that cause the fire.
and Herbiie might be right, it could cause quite a bit of lag with all of the heavy fire going on throughout the map.

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Old 12-29-2009, 05:34 PM   #6
[R-MOD]Bob_Marley
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Default Re: explosions and heavy tracer rounds should ignite fires

This doesn't stirke me as particularly realistic, tbh.

The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.

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Old 12-29-2009, 05:40 PM   #7
Rudd
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Default Re: explosions and heavy tracer rounds should ignite fires

I think your asking a bit much from bf2 tbh, the problem is with spawning multiple effects at once

I don't think fires started by weapons would produce much smoke etc though from fires that they start? smoke produced by the cannons etc themselves maybe, but not from small fires?


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Old 12-29-2009, 05:48 PM   #8
Herbiie

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Default Re: explosions and heavy tracer rounds should ignite fires

From everything I've read there's constantly talk about tracer rounds starting fires. It's realistic.


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Old 12-29-2009, 06:18 PM   #9
TheLean
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Default Re: explosions and heavy tracer rounds should ignite fires

Quote:
Originally Posted by [R-CON]Rudd View Post
I think your asking a bit much from bf2 tbh, the problem is with spawning multiple effects at once

I don't think fires started by weapons would produce much smoke etc though from fires that they start? smoke produced by the cannons etc themselves maybe, but not from small fires?
Rudd, fire smokes. Fact of nature. A small log fire creates smokes that can be seen several hundred meters away. Burn down a house or tree and it can be seen from kilometers. The current smoke effect in BF2 feels kind of understated. From the images I have seen a burning tank creates a huge pillar of smoke high up in the sky.

You are right in that creating realistic fire effects might be too much for bf2. Cant help but think about the fire in Far Cry 2. Why, oh why are the beautiful always so stupid and shallow...
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Old 12-29-2009, 06:19 PM   #10
[R-DEV]Ninja2dan
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Default Re: explosions and heavy tracer rounds should ignite fires

This is not something that is realistically possible within the limits of the BF2 engine. In order to create a system that can realistically simulate even a basic level of combustible objects, it's going to take a lot of coding and factors not possible with this engine.

Basically, what it would require is that every object in the environment, from foliage to structures, would need to have a pre-set ignition limit. Certain conditions would be necessary in order to ignite that object, depending on the composition of that object. For example, a .50-caliber tracer round is not going to ignite a concrete object, but could ignite dry grass.

Another factor is you would need to make all of those objects capable of having ignition points varied based on their location and map conditions. For example, grass near a water source are less likely to ignite compared to grass out in the middle of a field. You can imagine how this would apply to map-making, as the map designers would need to place specific objects in the environment taking all of that into account. It would be a huge amount of work, even in an engine where it is capable.


I played Far Cry 2 for a little while, and one of the factors of the game that I enjoyed was the combustible grass. It was fun to see a whole field catch fire and slowly burn. While it might be fun to add something similar to PR, it's just not possible.

And using the "molotov" effect is not realistic. Fires aren't going to be large and consistent like the current molotov effect, they are going to start with something more like a smoldering and eventually grow to become a raging fire depending on the fuel source.


So unfortunately, it's just not possible to add any fire effects in PR with regards to realism. The outcome would be awful.


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