ShipBurningSystem
v1.4.8
Spreads fire across a ship's rails, deck, upgrades, and masts, and raises the fire lights as the fire grows. The editor tag is ship_visual_only.
Find placed ones in the Scene panel with s:ShipBurningSystem. See Filter.
Where you put it
Put it on the fire rig, with children tagged railing_parent, ship_deck_parent, deck_upgrade_parent, mast_parent, light_parent, and sound_parent. Each fire point under those parents is a BurningNode. Sound children are BurningSoundNode.
The packed prefab is ship_burning_system in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml. No scene file stores the script.
What you set
The full copy of ship_burning_system stores seven rows. Start Fire and Stop Fire are editor buttons the prefab does not write. Panel order follows the class.
| Panel field | What to do with it |
|---|---|
| Start Fire | Editor button. Starts the spread in the editor. The prefab does not write it. |
| Stop Fire | Editor button. The prefab does not write it. |
| Spread Rate | How fast fire moves to the next node. The full prefab stores 1. Other copies store 3, 4, or 5. |
| Fire Start Random Count | How many nodes start already burning. The full prefab stores 2. Other copies store 3, 4, or 5. |
| All Fire Mode | On: fire lights stay visible before the fire starts. The full prefab stores off. |
| Small Hit Debug | Editor debug flag. The full prefab stores off. |
| Min Fire Progress For Light | Average fire amount before lights turn on. The full prefab stores 0.500. A faster copy stores 0.100. |
| Max Fire Progress For Light | Average fire amount at full light. The full prefab stores 1. A faster copy stores 0.500. |
| Max Light Intensity | Light strength at full fire. The full prefab stores 5000. Other copies store 4000. |
What it does
A fire hit on the ship that deals more than 40 fire damage registers a blow on the nearest nodes. When the ship's fire points are gone, the system starts and the sound nodes start with it. Fire walks along each chain. A node whose position is under the water is put out for 3 seconds. Lights stay hidden until the average progress passes Min Fire Progress For Light, then their intensity climbs to Max Light Intensity.
Where it lives
Managed script. Packed prefab ship_burning_system in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml.
Examples
No scene file stores this script.
Full row set. Prefab ship_burning_system, entity ship_burning_system. Spread 1, random start count 2, all-fire mode off, light range 0.500 to 1, max intensity 5000.
A faster copy. The same prefab, another entity ship_burning_system. Spread 5, random start count 4, light range 0.100 to 0.500, max intensity 4000.