Arma 3
Wildfire
142 Comments
DickLouden 29 May @ 8:49am 
Is there a setting to change the chance or likelihood of fire spreading? I'd like to tone it down some, I made a little mission in the editor where I shoot up an armored column but then the fire starts and does does most of the work for me
combineunit212 22 May @ 10:41am 
tho it could be other mods i use along with this one
combineunit212 22 May @ 10:40am 
when i tried, a car exploded and set trees on fire :NATO:
REDACTED 9 May @ 11:24pm 
Dumb question: Is there any way to get these to start dynamically in-mission? Say, someone throws a molotov, or too many tracers zip through the wrong bush, and a whole forest goes up?

I'm 100% comfy with running Zeus and adding the module manually on mission start. I'm just looking for a way for any random player or AI to start one, with any random flammable objects...by accident :)
LEE O C 28 Mar @ 1:46am 
this is boss on sog maps
Seb  [author] 6 Mar @ 12:03pm 
Sever and client need the mod
Catertico 5 Mar @ 6:19pm 
Nice mod! Is it server-side? I mean, can I use it as zeus whether or not other players have it? BTW it'd be great finding a way to make some explosions start a fire.
Rowdy 14 Jan @ 6:42pm 
LA atm
Lieutenant Blueberry 7 Sep, 2024 @ 1:58am 
Its nice but it would be nicer if there would be an Possibility to Extinguish the fires per hand, with an Fire Hose or something.
Ace 27 Aug, 2024 @ 1:18am 
The answer is no. This is a mission maker tool.
Lord Swed 22 Aug, 2024 @ 6:52am 
Has anyone checked if this is compatible with antistasi? As in, if it starts a fire if you use the napalm strike
cikii 3 Aug, 2024 @ 7:01am 
It's sad that when I drop water on fire from helicopter, it doesn't extinguish it
KajJyn 23 Apr, 2024 @ 9:21am 
Does it work with the SOG Prairie napalms and WP? ( for example : dropped napalm starting a wildfire, etc. )
Butter Fliege 20 Apr, 2024 @ 1:23pm 
Either it just broke for me because extinguish fire doesn't work both of em.
Seb  [author] 20 Apr, 2024 @ 1:22pm 
yes it has zeus modules
Butter Fliege 20 Apr, 2024 @ 1:12pm 
Does this work in zeus?
Salty 6 Apr, 2024 @ 6:45am 
cool sounds good thanks man^_^
Seb  [author] 31 Mar, 2024 @ 9:56pm 
Will take a look and update it if there's anything worth changing
AceXprt 31 Mar, 2024 @ 9:32pm 
would love to know if this will work with the new RF DLC
Salty 27 Mar, 2024 @ 4:06am 
will this be getting updated to work with the brand new dlc?
HUNT-U 18 Aug, 2023 @ 11:01am 
How do you set this up so that Vehicles like the Tigris will catch the woods and buildings on fire
_mickey_ 15 Aug, 2023 @ 4:45pm 
@Seb It is necessary that the ignition module is always at the position of the destroyed vehicle. I image its settings - radius, ignition time, burning time, etc. - Fabulous!
_mickey_ 15 Aug, 2023 @ 4:43pm 
@Seb Good good day!

You don't have the ability to add a module, that can be attached to a vehicle so, that if that vehicle is destroyed, it will start a fire in the nearest trees. It would be awesome ability of your mod!
brick 12 Jul, 2023 @ 5:34am 
Strait Forward Answers Only
Seb  [author] 25 Jun, 2023 @ 4:37pm 
by hanging
ErCaRoDa 25 Jun, 2023 @ 1:37pm 
How do you execute it?
GigaByteWide 4 May, 2023 @ 10:14pm 
I second the idea on Firefighting as Big.Toe has mentioned, may be difficult for someone to create with Arma 3's coding. But I can imagine it would be an awesome combo with this mod.
big.toe. 1 Mar, 2023 @ 7:51pm 
Cool mod. Dang... someone should make a wildland fire fighting mod now. Just think, Yellow and green nomex uniforms, pulaskis and bladder bags, engines, smoke jumping, rappelling, a fire shelter that protects from blowovers. Chainsaws??? Why cant we cut trees down in Arma 3??? Sorry I just had ideas and wanted to share. I dont have the mod skills for all of that yet
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nerexis | nmilsim.wordpress.com 21 Jan, 2023 @ 5:30am 
Please allow to have lower damage distance and spread distance. Also smoke grenades are too likely to cause fire, can we have option to somehow adjust that, or maybe an option to have 'chance to make fire'?
Kirgiz 17 Dec, 2022 @ 2:20am 
Can you make it run on all missions by default?
And maybe a version without SBA (SBA changes AI behavior) with settings in userconfig?
Please do it!!! Do it and be great!!!!:steammocking:
Whale 24 Nov, 2022 @ 10:20pm 
here's a ace_firedPlayer EH that sets off a fire when SOG or ACE incendiary grenades are thrown https://pastebin.com/raw/LZHQ5MKr
Seb  [author] 2 Nov, 2022 @ 10:26am 
@Spanners

The game won't load make any modded modules available unless the mod is in the missions required addons list.

You can fix this by placing any Wildfire module in the mission editor, this should cause them to appear in Zeus. Best thing would be an extinguish module in the corner of the map.
Scotty Rotten 15 Oct, 2022 @ 5:33pm 
How do I disable the text warnings on-screen if I get close? Please add an option for it in the Addon Options menu. Great mod!
nerexis | nmilsim.wordpress.com 29 Sep, 2022 @ 2:17am 
Can you please allow for lower values of setting wildfire_main_damageDistance?
LEE O C 26 Sep, 2022 @ 10:34pm 
wow this will be boss for bush fires
TheIdiot 23 Sep, 2022 @ 11:03am 
Just wanted to let you know - ACE seems to have added actual "thermal burn" injuries to their mod, would be cool if you could update the ACE injuries caused by this mod so that fire causes burn wounds instead. Thanks!
blackspade 16 Sep, 2022 @ 6:02pm 
@Mickey, this is the exact reason I uninstalled the mod. But still, the fire effect is already embedded into my campaign mode missions and I can't stop it. For human players, you can easily evade the fire but for a single player in campaign mode, all AI teammates will walk straight into the fire and die.
=_X_=™© 20 Aug, 2022 @ 8:49pm 
wow , impressive work
_mickey_ 22 Jul, 2022 @ 6:20am 
@Seb It's hard for me to understand what you mean. In any case, a attach module inside your mod would be a more convenient and simpler solution
Seb  [author] 21 Jul, 2022 @ 3:55pm 
Just use the script examples with a waituntil dead
_mickey_ 21 Jul, 2022 @ 1:36pm 
Hi @Seb! You have no way to make the WildFire module can be attached to the vehicle? For example, it would be great to attach a fire module to a helicopter, so that after the helicopter crashes into the forest/jungle this forest will burn up. Please consider this feature in your mod, it would be fantastic great!
Frisher 8 Jul, 2022 @ 2:24pm 
Ok this is cool
DeezWutz.wav 25 Jun, 2022 @ 3:26am 
Will this work normally through the campaign without having to activate scripts, in other words will it catch and spread fire from grenades and stuff like that normally or doe i have to start the fires manually?
_mickey_ 4 May, 2022 @ 4:50am 
@Seb And please also add a checkbox so that the player can turn off the inscriptions when the fire approaches - like "I`AM BURNING" or other alerts
_mickey_ 4 May, 2022 @ 4:48am 
@Seb I want to ask you more about AI. Don't you have a way for the AI to somehow avoid burning areas? Yesterday I checked again - the AI will go straight to the fire and die in it.
_mickey_ 4 May, 2022 @ 4:45am 
@Seb Hundreds of meters? Sorry, but I doubt it! I understand that the fire will not burn only on contact, but still it seems to me that the distance to damage a person is too great. The settings could satisfy everyone.
Seb  [author] 4 May, 2022 @ 1:53am 
Yeah I know, I actually researched sources for the distance I chose. People want it to be easier I guess. A proper massive fire can burn you from hundreds of meters away.
the_green_one009 3 May, 2022 @ 6:27pm 
how big is the fire in your guys games? a few whole trees burning upright is way too hot to be within 30 meters for long, let alone a forest
Seb  [author] 3 May, 2022 @ 10:46am 
k ill add an option for it
_mickey_ 2 May, 2022 @ 4:14pm 
I see a lot of people complaining about too much distance hurting the player. Please try to fix this or give the player a settings for this and scale of fire FX.