TFO Shrapnel Fire

by Rickerd
TFO Shrapnel Fire

Summary

Gunfire, grenades, rockets and cannon rounds heat the ground until it smokes and burns. Fires grow gradually, ammo type matters, buildings catch fire. Server-side and lightweight.

Description

TFO SHRAPNEL FIRE

https://discord.gg/wq4N8NwWfx
https://taskforceorange.eu/

Clear a treeline, dump a mag into a hedge or put a BMP's autocannon into a house, and after a while the spot starts to smoke. Keep firing and it catches fire. Hot shrapnel, tracers and explosions heat whatever they hit, just like in the footage from Ukraine.

Built for the TFO Ukraine vs Russia servers, usable on any server.

HOW IT WORKS
• Every impact adds heat to the spot it hits. Heat cools off over time, so a few stray rounds do nothing. Sustained fire on one place does.
• A hot spot always starts small: a thin wisp of smoke that slowly thickens. Only with enough heat does it turn into a small fire, and on dry fuel (grass, crops, wood, hay) into a proper ground fire.
• More fire on the same spot speeds everything up. Six grenades in one place light it much faster than one.
• Shooting into a fire that is dying down makes it flare up again.
• Fires burn out on their own, the smoke drifts off and the spot cools down before it can ignite again.

AMMO TYPES MATTER
• FMJ / ball: barely any heat, needs a lot of sustained fire
• AP: a bit more heat from sparks on impact
• Tracers: burning compound, ignite much faster
• Incendiary (API, APIT): the hottest small-arms rounds
• Autocannon AP (20–30mm, APDS): heavy heat per hit
• HE (40mm grenades, autocannon HE, mortars): ignite almost straight away
• Hand grenades (RGD-5, M67): one or two get it going
• Rockets (RPG-7, M72 LAW, RPG-75, others): the hottest of all

SURFACES
• Dry grass, crops, wood and foliage burn best and can turn into a big fire
• Soil and dirt smoulder and stay smaller
• Buildings: bullets won't light a brick wall, but HE rounds and rockets set the inside of a house on fire
• Water never burns :-)

PERFORMANCE
• All logic runs on the server: per impact it is one map lookup and a few calculations
• No more than 12 hot spots at once, and nearby impacts feed an existing fire instead of starting a new one
• A dedicated server renders no particles; clients only update their effects once per second
• Works with vanilla weapons and most modded weapons that use the standard ammo base

FOR SERVER ADMINS
• Server-side mod; clients download it automatically
• The server log shows one line when the mod receives impacts and one line per ignition (search for TFO_ShrapnelFire)
• Start with -tfoShrapnelDebug for a detailed log of every step

COMPATIBILITY
Overrides Ammo_Bullet_Base.et and Warhead_Grenade.et (adds one component each). Other mods that override those same two files may conflict. Mods that only inherit from them work fine.

License

Arma Public License (APL)

Rating
100%
Version
1.0.2
Game Version
1.9.0.37
Version size
764.74 KB
Downloads
143
Created
11.11.2026
Last Modified
11.11.2026
ID
6AD71C535064A0B0