Skip to content

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.