Open MattNF opened 9 years ago
can be somewhat remedied by modifying cvars for fire spread. just ctrl+f inferno in l4d2 cvars
I gave Jacob my WIP static spit spread extension a century ago. Since spit inherits inferno(fire), I could easily account for it too, and create something like
public Action:OnFireSpread(int fireParentID, int fireNewChildID, float x, float y, float z)
This could be used to create custom shapes of fire spread.
A different question is whether it's worth it. I don't think it is. Molotovs in Promod, as it stands, are basically useless, to the point where their spread pattern makes little to no difference.
Could you upload the source for the static spit plugin to this repo? I'll look into adding the particles for it like we talked about before.
9abcc5e
A different question is whether it's worth it. I don't think it is. Molotovs in Promod, as it stands, are basically useless, to the point where their spread pattern makes little to no difference.
I know you don't care about Dead Center, but random fire spread can make a huge difference on the finale. Exploding gas cans from spit can chain ignite other cans which can mean the difference between a wipe and survival.
Molotov / Gas Can