Prefab Editing - Fires (QSF)

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  • Information about the prefab editing of fires.

    Simple Fire Edit

    Simple fire edit is used for all burnable objects and small burnable buildings (kiosk, garage etc.) Simple fire edit means using only one fire object. To make your building burnable, add the component EM5 Fire Receiver > EM5 Fire. This component is a fire object.

    FireState

    Edit the fire state that the building will have on map start. This should only be changed on instances for debugging. Do not save the prefab with this property set to anything else but "FIRESTATE_NOFIRE".

    FireMaterial

    Assign a fire material to the fire object. For buildings e.g. "house_normal".

    HardRadius / SoftRadius

    HardRadius sets the radius in meters in that other fire objects will receive 100% fire energy from this fire object when it burns. SoftRadius sets the radius in meters in that other fire objects will receive 0% fire energy from this fire object when it burns. Between HardRadius and SoftRadius, the amount of fire energy that other fire objects will receive from this fire object when it burns is interpolated lineary.

    Slot FireParticles

    Each fire particle effect entity needs the component "EM5 Fire Particle Options". With this component you can define on which fire state and additional on which damage state an fire particle should be shown (on default an particle is shown on each damage level).

    The "EM5 Fire Particle Options" component has following options:

    ShowOnIntact: The particle should be shown, when the fire component burns and the damage state is still intact.
    ShowOnDamageLevel1: The particle should be shown, when the fire component burns and the damage state is set to level 1 (e.g. the windows of a buildings gets broken)
    ShowOnDamageLevel2: The particle should be shown, when the fire component burns and the damage state is set to level 2 (e.g. the roof gets holes).
    ShowOnDamageLevel3: The particle should be shown, when the fire component burns and the damage state is set to level 3 (e.g. the roof collapses).
    ShowOnLargeFireState: Normaly a particle gets visible when the fire component starts burning (small fire state), when this option is true the particle gets visible when the fire state is large fire.

    Link fire particle effects to this slots. When the FireState of the fire object is set to "FIRESTATE_SMALLFIRE" or "FIRESTATE_LARGEFIRE", all particle whose fire particle options specify that they should be shown on small or large fire will be shown (Except for the current damage state the setting in the options component is set to false).
    Use Particle Effects that look like fires coming out of a window and edit their position so that they actually seem to come out of the windows of the buildings. Put particle effects on several windows, but not all of them (performance).
    Note that fire particle effects can need some time to build up before reaching their full effect.

    The Position of a fire entity can be changed via the fire entity edit mode which can be started from the fire simulation tool. Also when the fire entity edit mode is active new fire entities can be easily created or existing ones removed

    Complex Fire Edit

    Complex fire edit is only used for larger buildings (e.g. apartment_old01). Complex fire edit means using multiple fire objects.

    To make your building burnable, add the component EM5 Complex Fire. Then place multiple entities that have the EM5 Fire component and link them to the buildings FireEntities slot. At the moment, you should use this entity: "gamelogic_entity\fire_entity"

    Each fire particle which should be used by the complex fire must be linked to the slot "FireParticleEntities" of the EM5 Complex Fire component. On Startup of the game these particles get assigned to a fire entity (from FireEntities slot) whose position is the nearest to the position of the particle. Due this the position of the particles are independent to the position of the fire entities with a EM5 Fire component.

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