Fire types
The five shipped types are normal, normal2, chemical, electrical and bonfire. Any of them can be used by /startfire, the creator, spread and explosions.
Fields
dict/part— the flame particle assetfuel.spreadable— whether this type spreads at allfuel.rate— how readily it spreads, a multiplier onBaseChancescale— flame particle sizelifetime— the most times a flame can flare back up before it is finally deadzoffset— vertical offset of the flamesmoke.dict/smoke.part— the smoke particle assetsmoke.scale— smoke sizesmoke.timeout— seconds the smoke stayssmoke.playduring/smoke.playafter— whether smoke plays while burning, and after it is outsmoke.zoffset— vertical offset of the smokesmoke.persistDuration— optional per-type override ofPersistentSmoke.Duration
isFireScript is legacy and read by nothing. Leaving it on a type is harmless.
Adding your own particle — read this first
Only use particle effects that do not spawn native fires of their own.
Several of the game's fire effects — scr_mich3_heli_fire, ent_ray_meth_fires, and probably most ent_ray_ and scr__fire ones — create a real fire under every particle for burn damage.
One flame then takes a slot out of the game's 128-fire pool before our own script fire asks for one. A 20-flame fire of those fills the pool by itself, and everything after it — other fires' flames, burning cars — silently fails.
bonfire and electrical originally shipped with two of those and were swapped out.
Proven clean and safe to use:
scr_trev3_trailer_plumefire_petroltank_truckfire_wrecked_truck_vent
If you add another effect, watch the fire count with Config.Debug = true. If fires stop spawning after a scene lights, the effect is making its own.
Legacy fire locations
Config.LegacyFireLocations is seed data only. The old random-fire loop is gone — random scenarios replace it. These 232 locations are kept purely so /importfires can convert them into fire-only scenarios. Run it once, then edit and extend them in the creator.
Each entry takes a position, a location name, flames, spread (metres), a type, and a timeout. For larger flames, stack 20-30 in a 3-5 spread; bonfires should be spread.
