FIRE in Half-life 2

dream431ca

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In the new demo..I really like the fire effect in HL2. Totally realistic fire. Never seen that before. :eek:

But I was wondering....if you could set a building on fire..would it spread to other parts of the building and eventually cause the building to fall??

That would be cool but I don't think entire buildings will fall in HL2...or I could be satisfyingly wrong!! :smoking:
 
I assume you could if the entire building was wood
 
Fire will spread through materials that permit it, like wood. I don't know if a building would collapse, I'd guess it probably wouldn't, unless it was made that way.
 
It won't cause the building to fall, unless it's made to. But it would spread and burn each room.


EDIT: wow, we're pretty fast.
 
I think in cases like this yes it would be cool.. but do you really want to have to reload the game cos someone shot a gas can and it set a bunch of buildings on fire that you need to move through? Its along the same reasons of why cant you blow up everything with a rocket, one miss placed rocket and u may block your progress which would be extremely frustrating.

A nice idea but impractical and probably difficult to implement.
 
ShadowBlade said:
I think in cases like this yes it would be cool.. but do you really want to have to reload the game cos someone shot a gas can and it set a bunch of buildings on fire that you need to move through? Its along the same reasons of why cant you blow up everything with a rocket, one miss placed rocket and u may block your progress which would be extremely frustrating.

A nice idea but impractical and probably difficult to implement.

Using that thoery, another rocket and you have yourself another path ;)
 
Someone emailed Gabe about how if wood sets on fire then can electricity pass along metal only.

Gabes reply was something along the lines of it would need to be scripted. So I'm thinking that when things were set alight in the videos they were onpurposely meant to. The rest of the wood textured map would be uneffected for example or carrying a canister outside wouldnt set the tree alight.
 
So I'm thinking that when things were set alight in the videos they were onpurposely meant to. The rest of the wood textured map would be uneffected for example or carrying a canister outside wouldnt set the tree alight.

This wouldn't make much sense. It's not hard to label items as being "burnable" and then just have them catch fire whenever they get too near another flaming entity. I'm sure things like the fire across the water thing (MAN was that cool looking!) was set up to happen, but to set it up probably all they had to do was set a bunch of flamable things in a row and have the soldier shoot the nearest one.
 
Well im not sure about that. It could be that they have only put in an "can burn" variable, and not a "can conduct" variable.
 
I think the destructablitly of the world is set by the mapper ..

so it depends on how the mapper makes it ..

and I also think it can be modded (code wise)?
 
i read in pc gamer that the fire WILL spread NON SCRIPTED! :D cant wait
 
Cool, I'll gather 20 zombies to one room, light one and hear a head-aching stereo human scream. Whee.
 
In the video at 20:33 the fire on the two dead zombies disappears without spreading to the obviously wooden area. Not sure if the fire spreading is in affect quite yet. If it were ready, I'm sure they would have demostrated it's full potential. It's of little concern to me, the game still looks fantastic!
 
well considering Gordon was fighting zombies in a wooden shed and none of the environment burned...
it burns objects that are scripted to do so... dynamically!
tricky pr people :P and PCGamer are just straight up confused.
 
The fire in the game will spread non scripted but not everywhere for gameplay reasons. This has been been answered by Valve already.
 
as I said, fire will spread dynamically (non-scripted) to items that are "tagged" (scripted to do so) to be flammable.

so fires spread un-scriptedly to scripted things. (barrels, zombies etc)
 
Mr. Redundant is right, check the Valve thread
 
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