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 asset
  • fuel.spreadable — whether this type spreads at all
  • fuel.rate — how readily it spreads, a multiplier on BaseChance
  • scale — flame particle size
  • lifetime — the most times a flame can flare back up before it is finally dead
  • zoffset — vertical offset of the flame
  • smoke.dict / smoke.part — the smoke particle asset
  • smoke.scale — smoke size
  • smoke.timeout — seconds the smoke stays
  • smoke.playduring / smoke.playafter — whether smoke plays while burning, and after it is out
  • smoke.zoffset — vertical offset of the smoke
  • smoke.persistDuration — optional per-type override of PersistentSmoke.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_plume
  • fire_petroltank_truck
  • fire_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.

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