Flamethrowers

madcaddie

First time out of the vault
This is something that really annoys me they are not blowtorches, I've yet to see a single game that implements a flame thrower as they are in reality see below.

http://krimzonpyro.com.ve.carpathiahost.net/ep/infodir/flamethrowers.html
http://vietnamresearch.com/flame/info/history1.html

So does anyone know how to implement this in game? I've tried playing around with the values in DNAM but they appear to have no effect to the range of the weapon. I suspect that this is all controlled by the visual effect of the flames can anyone confirm this??
 
Wow they got nice range this would make flame-thrower useful good would be to add some burning effect left on the ground for few sec so player could make some kind of little fire wall :)
 
Guys in F3C mod flamethrower is imba i die after 5-7 sec raider shoted in my face so bigger range is overkill :)
 
Its not imba its just have high dmg due range loss, u can call imba hunting rifle since when u get shot from it atleast on lower lvls without power armors u mostly die after 1-2 shots :P
Besides if it would be a gas fuled flame-thrower then the range is good but its works on fuel tanks and liquid can be throwed on longer distances than gas atleast thats what i think ^^
 
mrowa said:
Its not imba its just have high dmg due range loss, u can call imba hunting rifle since when u get shot from it atleast on lower lvls without power armors u mostly die after 1-2 shots :P
Besides if it would be a gas fuled flame-thrower then the range is good but its works on fuel tanks and liquid can be throwed on longer distances than gas atleast thats what i think ^^

IM just saying flamethrower was very good even in unmoded f3 why make it even better?

Any way why i care there will be mod prodobly so you can shot with napalm canisters LOL...
 
madcaddie said:
I've yet to see a single game that implements a flame thrower as they are in reality see below.

the reason is particle physics. wait another 10 years or so.
 
TheRatKing said:
Care to elaborate?

Well lets just say...your CPU would burn...

But still maybe not theres Nvidia demo about smoke its similar to flame so maybe game developers are to lazy?:)
 
Yes but why would my CPU burn. I really don't see that much difference in the flamethrowers IRL and in games. The ones in the pictures certainly had farther range, but maybe there's something I'm missing.
 
Dubby said:
madcaddie said:
I've yet to see a single game that implements a flame thrower as they are in reality see below.

the reason is particle physics. wait another 10 years or so.

I disagree all you have to due is increase the range and the stock Fallout 3 flames can be a used as a flamethrower with a wide nozzle setting as you can see in the pics thats exactly whats happening with most of the man portable weapons. Only the vehicle mounted weapons fire a stream of burning liquid to any great distance due to the greater pressure a huge gas tank can provide. Obviously we just can't have the fuel keep burning on the ground etc but enemies are set alight in game.

The real reason is that we have a blowtorch in game is simply because the public thinks flamethrowers are blowtorches thanks to Hollywood (Aliens, etc) as its increidably dangerous to use a real flamethower on a movie set they use a gas, usually propane, instead of a liquid or gel. I've seen some old WW2 movies that have used real ones on set one is a classic but I cant remember the name.

Another common misconception is that they explode when the tanks are shot with a rifle or pistol this is totally untrue as an inert gas in a seperate cylinder is used to propel the fuel and as the fuel is a liquid or gel its not stored under pressure either. Were these weapons in more widespread use today we would almost certainly be using a binary fuel that would not burn in air until its mixed in the nozzle prior to being ejected.

I'm not talking about making the weapon better just making it more useful as a blowtorch is not an effective weapon.
 
If you can come up with the proper particle FX files and get them working, I'll see what I can do to justifying the flamethrower properly.
 
Dubby said:
If you can come up with the proper particle FX files and get them working, I'll see what I can do to justifying the flamethrower properly.

Only particle damn i was thinking you want whole physics for flame well in this case its possible...
 
the particles will have to fire in a near straight line, very very quickly. it will need to expand and have a variable flame overhead. basically, take the examples of flamethrower flame, and imagine it sliced into thin strips.
 
Well a bit of spray effect would be nice so this line wouldnt be a bit fatter :P
And maybe add some gravity effect so they wouldnt vanish in the thin air but just drop on the floor after few meters
And considering that it would shot with very very fast rof they should make like 1 dmg and dot effect but that depend if each bullet would add effect to enemy or they will just make effect time longer
 
gravity effects are doable, and it can be coded to create a spot of "burning oil" when it impacts a surface as well. The nuka-grenade uses the same burning oil effect.

Actually, what I would do, is probably make the flamethrower do 1, or maybe just zero, dmg per "particle", and have the bulk damage dealt by the actual being on fire effect. This reduces the capacity for damage resistance against the flamethrower, and makes it more realistic.
 
So maybe add some stats penalty for being in fire like slower reaction or reduce hit chances or knock on the ground something that make it worth to set enemies on fire
 
Well then dot would be insanely high lets say 150 per sec i mean to be usable and not to w8 until some1 enemy that is burning will have like still alot of time to kill u , drink coffee get laid and stop burning at the end :P
 
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