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Guppy's Fire Mod

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Hy, please let me ask someting. I n my opinion the idear of the mod is great. I have some fear to install it and first I wand to ask. In the video I see the fire moves out of controll and we must fast clean with water. Please let us see following case. A player that is angry about the community comes and makes a fire on our base at a time where no one is there. What happens in this case? will the hole base be destroyed? Can the fire move from one building to a other and so the hole city destroyed? After the fire is there a simple way to repair all? I am not sure if you discuss this in the past or if there a methode in the mod to cancel a worst case scenario. Can you please explain me this? Best regards


Land Claim protection should block fire damage.  Can't do much about a nasty player, it is what it is, unfortunately.  Blocks burn the block directly NEXT to them, so no it shouldn't burn a nearby house or city.

Yet another question (Sorry Gup) - Will anything flammable cause the fire to start proccing? EG attacks with fire modded weapons or incindiery rounds from other mods?
So I believe it's hard set to projectile explosions (like cops and demos, rockets, etc) but Sphereii just added a property that allows us to DISALLOW things, which means I will be updating after I go through the list of stuff that doesn't make sense.

Otherwise, there is a trigger that needs to be added to an item to make it cause fire.

This will require some testing, to make sure things like normal arrows don't cause fires but fire arrows do...

 
Gup, I'm not sure if its this mod or not, but both drinkJarRiverWater and drinkJarBoiledWater no longer stack for me. I thought it might be caused by this mod due to the appends you did to both; however, even when I add Stacknumber property values to both neither stack. Any suggestions?

image.png

 
Gup, I'm not sure if its this mod or not, but both drinkJarRiverWater and drinkJarBoiledWater no longer stack for me. I thought it might be caused by this mod due to the appends you did to both; however, even when I add Stacknumber property values to both neither stack. Any suggestions?

View attachment 26070
This is confirmed for myself also. Without mod they stack, With mod they do not.

 
It makes sense, because it's an item with quality now; @magejosh any suggestions?

I mean we could make the regular water bottle have a recipe to a can-throw-water bottle.

But there's probably a much simpler method.   I'll play around with it later today.

it's likely a result of me originally using it as a weapon, so giving it quality, and using eat instead and forgetting to remove the quality stuff.

 
It makes sense, because it's an item with quality now; @magejosh any suggestions?

I mean we could make the regular water bottle have a recipe to a can-throw-water bottle.

But there's probably a much simpler method.   I'll play around with it later today.

it's likely a result of me originally using it as a weapon, so giving it quality, and using eat instead and forgetting to remove the quality stuff.
Sorry, didn't see this tag, and my comment in the discord was unrelated to this ping. 
If you open the items xml and replace the last two appends, which go to the boiled and murky water jars, with these it fixes stacking. Effect Groups on consumables have to have tiered="false" or it breaks stacking.

Code:
	<append xpath="/items/item[@name='drinkJarRiverWater']">
		<property class="Action1">
			<property name="Class" value="Eat"/>
			<property name="Delay" value="0"/>
			<property name="Sound_start" value="player_drinking"/>
			<property name="Create_item" value="drinkJarEmpty"/>
		</property>		
		<effect_group tiered="false">
			<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffWaterSplash" tags="secondary">
				<requirement name="!HoldingItemBroken"/>
			</triggered_effect>				
		</effect_group>		
	</append>
	
	<append xpath="/items/item[@name='drinkJarBoiledWater']">
		<property class="Action1">
			<property name="Class" value="Eat"/>
			<property name="Delay" value="0"/>
			<property name="Sound_start" value="player_drinking"/>
			<property name="Create_item" value="drinkJarEmpty"/>
		</property>		
		<effect_group tiered="false">
			<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffWaterSplash" tags="secondary">
				<requirement name="!HoldingItemBroken"/>
			</triggered_effect>				
		</effect_group>		
	</append>
 
Sorry, didn't see this tag, and my comment in the discord was unrelated to this ping. 
If you open the items xml and replace the last two appends, which go to the boiled and murky water jars, with these it fixes stacking. Effect Groups on consumables have to have tiered="false" or it breaks stacking.

<append xpath="/items/item[@name='drinkJarRiverWater']">
<property class="Action1">
<property name="Class" value="Eat"/>
<property name="Delay" value="0"/>
<property name="Sound_start" value="player_drinking"/>
<property name="Create_item" value="drinkJarEmpty"/>
</property>
<effect_group tiered="false">
<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffWaterSplash" tags="secondary">
<requirement name="!HoldingItemBroken"/>
</triggered_effect>
</effect_group>
</append>

<append xpath="/items/item[@name='drinkJarBoiledWater']">
<property class="Action1">
<property name="Class" value="Eat"/>
<property name="Delay" value="0"/>
<property name="Sound_start" value="player_drinking"/>
<property name="Create_item" value="drinkJarEmpty"/>
</property>
<effect_group tiered="false">
<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffWaterSplash" tags="secondary">
<requirement name="!HoldingItemBroken"/>
</triggered_effect>
</effect_group>
</append>

Thank you. Added the tag and worked great.

 
Added two more wands (fire and lightning) to the frost wand.  Fixed tiered water bottles (untested, because yolo), removed vomit induced fire and probably did some other stuff too.

 
I just looked, it shows the update from 9 hours ago.  Dunno. 

Should be sorted.  dunno what happened.

 
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Updated c# stuff and added a feature that makes it so that zombies that die on fire will turn into burnt zombies.  Also added some NPC stuff MageJosh had asked for so that they can burn too.

As always, update sCore too! 😃

 
Hi, great stuff! I have a problem now: every zombie I kill changes into a burned Z? Is this the idea of that mod?

 
You need to update to the newest version, of both my mod and sCore.  It should only turn zombies that died from fire into burning zombies. 

 
Hi Gup - another little bug - well, more of a "feature gone rogue"... I set a vulture on fire with a flaming bat, it started burning and then as it flew away it died and turned into a burnt zombie on the way down. It was funny as hell but I guess not exactly intended bahviour....

 
Doh lol.  Thanks I'll fix. :)

...wait.  Was it cool?  Trying to think if I can leverage that...

Maybe I can have them turn into wingless vultures that run like dogs.  Hm. :)

 
Doh lol.  Thanks I'll fix. :)

...wait.  Was it cool?  Trying to think if I can leverage that...

Maybe I can have them turn into wingless vultures that run like dogs.  Hm. :)
It was bloody hilarious actually - it flew up and away and then suddenly turned into a crispy corpse hurtling towards the ground.

Gave me a good laugh anyway...

 
Ok so my thought is create a wingless burnt vulture that when it lands doesn't splat, and then comes after you.  Whatchu think. :)

 
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