Chain Reaction Explosion + Fires 1.5
3.982
72
3.982
72
For your inner pyromaniacs, I've set up the explosionfx.dat, firefx.dat and explosion.ymt such that:
1) RPG and vehicle explosions have more force + larger blast radius, and
2) These explosions emit fire that lasts very long and spreads out like wildfire. Instead of having wimpy default flames which fizzle out, you'll soon find yourself in the midst of a dramatic news report (just feed it fuel like vehicles and people).
v1.5: Oops - discovered that the reduced fuel level made it LESS fun. Have you noticed that the fire was sorta weak? This version fixes it. Also fixed a bug with the RPG where the explosion radius was much smaller than intended. [Making changes to this is a sort of trial-and-error affair, since I can only guess how the heck each column affects stuff.]
v1.4: Reduced fuel level so fires will spread faster and look more chaotic, less 'clumped'. Also greatly reduced damage of explosions; this works three-fold:
• Say if you have a chain of vehicles in a line, blowing one car up won't result in a sudden cascade of exploding vehicles anymore. Instead, nearby vehicles will get heavily deformed and be set on fire, so the "chain reaction" happens with a satisfying buildup.
• You don't get instagibbed from standing nearby. You get thrown around by the force.
• Car chases are much better. That tanker chase scene in Terminator 2 didn't have the truck blow up when the Terminator launched a grenade at its engine, so why have that happen here?
v1.3: Added an .OIV installer. Curbed the force and radius of explosions to aid the chain reaction process (otherwise things would fly too far from one another). Also included an optional mod of mine, Violence Redefined which changes combatbehaviour.meta and realtionships.dat to what I use.
v1.2: I redid the changes to explosionfx and firefx from scratch - did not like the homogenized way that fire would spread. Also, I put in my modified explosion.ymt file, so the result is explosions carry force and radius in their wake (instead of leaving you with the default explosion damages/forces).
Credit to IIvELITEzX for his Epic Explosions XX - I've used his optional BIGGER explosions mod file as a base for mine, and also I fixed the indentation so the file should be easier to read.
1) RPG and vehicle explosions have more force + larger blast radius, and
2) These explosions emit fire that lasts very long and spreads out like wildfire. Instead of having wimpy default flames which fizzle out, you'll soon find yourself in the midst of a dramatic news report (just feed it fuel like vehicles and people).
v1.5: Oops - discovered that the reduced fuel level made it LESS fun. Have you noticed that the fire was sorta weak? This version fixes it. Also fixed a bug with the RPG where the explosion radius was much smaller than intended. [Making changes to this is a sort of trial-and-error affair, since I can only guess how the heck each column affects stuff.]
v1.4: Reduced fuel level so fires will spread faster and look more chaotic, less 'clumped'. Also greatly reduced damage of explosions; this works three-fold:
• Say if you have a chain of vehicles in a line, blowing one car up won't result in a sudden cascade of exploding vehicles anymore. Instead, nearby vehicles will get heavily deformed and be set on fire, so the "chain reaction" happens with a satisfying buildup.
• You don't get instagibbed from standing nearby. You get thrown around by the force.
• Car chases are much better. That tanker chase scene in Terminator 2 didn't have the truck blow up when the Terminator launched a grenade at its engine, so why have that happen here?
v1.3: Added an .OIV installer. Curbed the force and radius of explosions to aid the chain reaction process (otherwise things would fly too far from one another). Also included an optional mod of mine, Violence Redefined which changes combatbehaviour.meta and realtionships.dat to what I use.
v1.2: I redid the changes to explosionfx and firefx from scratch - did not like the homogenized way that fire would spread. Also, I put in my modified explosion.ymt file, so the result is explosions carry force and radius in their wake (instead of leaving you with the default explosion damages/forces).
Credit to IIvELITEzX for his Epic Explosions XX - I've used his optional BIGGER explosions mod file as a base for mine, and also I fixed the indentation so the file should be easier to read.
First Uploaded: Sábado 23 de Decembro de 2017
Last Updated: Mércores 28 de Febreiro de 2018
Last Downloaded: 3 días
27 Comments
For your inner pyromaniacs, I've set up the explosionfx.dat, firefx.dat and explosion.ymt such that:
1) RPG and vehicle explosions have more force + larger blast radius, and
2) These explosions emit fire that lasts very long and spreads out like wildfire. Instead of having wimpy default flames which fizzle out, you'll soon find yourself in the midst of a dramatic news report (just feed it fuel like vehicles and people).
v1.5: Oops - discovered that the reduced fuel level made it LESS fun. Have you noticed that the fire was sorta weak? This version fixes it. Also fixed a bug with the RPG where the explosion radius was much smaller than intended. [Making changes to this is a sort of trial-and-error affair, since I can only guess how the heck each column affects stuff.]
v1.4: Reduced fuel level so fires will spread faster and look more chaotic, less 'clumped'. Also greatly reduced damage of explosions; this works three-fold:
• Say if you have a chain of vehicles in a line, blowing one car up won't result in a sudden cascade of exploding vehicles anymore. Instead, nearby vehicles will get heavily deformed and be set on fire, so the "chain reaction" happens with a satisfying buildup.
• You don't get instagibbed from standing nearby. You get thrown around by the force.
• Car chases are much better. That tanker chase scene in Terminator 2 didn't have the truck blow up when the Terminator launched a grenade at its engine, so why have that happen here?
v1.3: Added an .OIV installer. Curbed the force and radius of explosions to aid the chain reaction process (otherwise things would fly too far from one another). Also included an optional mod of mine, Violence Redefined which changes combatbehaviour.meta and realtionships.dat to what I use.
v1.2: I redid the changes to explosionfx and firefx from scratch - did not like the homogenized way that fire would spread. Also, I put in my modified explosion.ymt file, so the result is explosions carry force and radius in their wake (instead of leaving you with the default explosion damages/forces).
Credit to IIvELITEzX for his Epic Explosions XX - I've used his optional BIGGER explosions mod file as a base for mine, and also I fixed the indentation so the file should be easier to read.
1) RPG and vehicle explosions have more force + larger blast radius, and
2) These explosions emit fire that lasts very long and spreads out like wildfire. Instead of having wimpy default flames which fizzle out, you'll soon find yourself in the midst of a dramatic news report (just feed it fuel like vehicles and people).
v1.5: Oops - discovered that the reduced fuel level made it LESS fun. Have you noticed that the fire was sorta weak? This version fixes it. Also fixed a bug with the RPG where the explosion radius was much smaller than intended. [Making changes to this is a sort of trial-and-error affair, since I can only guess how the heck each column affects stuff.]
v1.4: Reduced fuel level so fires will spread faster and look more chaotic, less 'clumped'. Also greatly reduced damage of explosions; this works three-fold:
• Say if you have a chain of vehicles in a line, blowing one car up won't result in a sudden cascade of exploding vehicles anymore. Instead, nearby vehicles will get heavily deformed and be set on fire, so the "chain reaction" happens with a satisfying buildup.
• You don't get instagibbed from standing nearby. You get thrown around by the force.
• Car chases are much better. That tanker chase scene in Terminator 2 didn't have the truck blow up when the Terminator launched a grenade at its engine, so why have that happen here?
v1.3: Added an .OIV installer. Curbed the force and radius of explosions to aid the chain reaction process (otherwise things would fly too far from one another). Also included an optional mod of mine, Violence Redefined which changes combatbehaviour.meta and realtionships.dat to what I use.
v1.2: I redid the changes to explosionfx and firefx from scratch - did not like the homogenized way that fire would spread. Also, I put in my modified explosion.ymt file, so the result is explosions carry force and radius in their wake (instead of leaving you with the default explosion damages/forces).
Credit to IIvELITEzX for his Epic Explosions XX - I've used his optional BIGGER explosions mod file as a base for mine, and also I fixed the indentation so the file should be easier to read.
First Uploaded: Sábado 23 de Decembro de 2017
Last Updated: Mércores 28 de Febreiro de 2018
Last Downloaded: 3 días
@TurboEdition v1.3 has OIV package now, waiting for new file to be approved.
Thank you kind sir.
Can you make it to where it takes longer for peds to die from being burned alive?
This is for me deffo..
i like to block streets than trow some sticky bombs and watch how cars blow up.. lol
So unrealistic !
@Saberninja710 I don't know which file contains the damage output for fires, so it would have to be either changing that, or increasing the health of peds. It would be fun to have peds running around and spreading fire.
@clrsjohn I have no idea what your expectation of realistic is, apart from you cared enough to vote my efforts 0.5/5 stars and leave this unhelpfully vague comment. You want realism, go blow up stuff in your own backyard - I aim for sheer fun.
@QDesjardin lol yeah
Pretty damn fun mod mate good work!
@Burgerplayer The camera shaking effects are controlled by the explosion.ymt file (included in the mod). Sorries for the long delay in replying.
@QDesjardin great mod, and yeah i agree taht guy is a dick for that 0.5 stars
bravo
(finally found one that doesn't shake up my screen and has great particles in it for slo mo and machinima that rules. thanks again!)
still clASSIC!
Does this mod enhance fire in any way other than increasing it's spread?
@QDesjardin Any chance that Violence Redefined would conflict with ENT's Ped Are Angry setting? Whenever I enable it but don't enable the setting for them to target the player also they do anyway.
Well I think this mod makes the smoke during the rooftop access method of The Bureau Raid damage the players and the gunman that is hired.
Where are the explosions that appear in the mod's video? I'd really love having them!
How to install this for FiveM?
This mod is great, however Violence Redefined keeps making my game crash at random times during gameplay, usually at the start. Kind of odd but I just uninstalled it and everything works fine.
only one words. "Beautiful"