CSGO:你需要知道的燃燒瓶的火焰擴散原理

翻譯自:https://blog.scope.gg/molotov_facts/
Maximum molotov air time is not fixed
Maximum molo air time is random and?could be between 261 & 267 ticks?This seems to be not intended.
燃燒瓶的最大滯空時間是隨機的,在261~267tick之間浮動
The best example in video below
↓從這個視頻看例子↓
You can try it out by entering this setpos into console:
setpos -3668.527100 -423.523102 572.782898;setang -22.799999 55.810001.
感興趣的可以在控制臺輸入下列指令自己扔扔看:
setpos -3668.527100 -423.523102 572.782898;setang -22.799999 55.810001.
(指令會把你傳送到指定地點,準星都不用動,地圖是overpass)
據(jù)測試的數(shù)據(jù)顯示,在站著扔的情況下6個tick的差別就意味著15個unit(游戲單位)的差距,跑著扔或跳投差距會更大。作為單位的參考,沙二的這個油桶半徑是15unit,
Measurements show that 6 ticks difference means about 15 units for a regular standing throw In case of a run/jumpthrow the error would be even more ?For example, dust2 barrels radius is 15 units so the error is half-barrel.

?
Fun fact:?molotov produced by ingame sv_rethrow_grenade feature is always 261 ticks max while actual molotovs fly time limit is random.
趣味小知識:用sv_rethrow_grenade指令扔出的燃燒瓶最大滯空時間總是261tick
Molotov damage increases over time
燃燒瓶的每秒傷害與時間成正比

The total amount of damage in the first 3 seconds is equal to later damage made just in 1 second!
在燃燒瓶落地后,前期被燒3秒的傷害等于后期被燒1秒的傷害
(譯者見解:傷害跟火焰鋪開的面積有關,一開始火焰只有一小塊,后面火焰會蔓延,塊數(shù)更多,這就是為啥兩個火一起燒傷害更高,你站的地方被更多火焰塊包圍了)
Friendly molotov causes less damage
if you have 100hp, staying in a friendly molly won't even kill you. ?There should be a way to abuse this in competitive. Maybe someone already does that? ?Remember what was happening when Molotov friendly fire was disabled on FACEIT!
隊友的火傷害更小
如果你滿血踩隊友的火甚至死不了,經(jīng)典踩隊友火出去打人,打過休閑都知道

Smoke might not extinguish all of the molotov flames
煙霧彈不一定能把火全滅了
原文:
According to the CS:GO code, there are two situations when all the flames stop:
- Smoke hits molo center
- Smoke covers 1/3 of the flames.
Otherwise part of the flames would still burn.
According to commented parts of the source code, there was an idea to extinguish molotovs with HE as well but as far as we know it was never implemented into the actual release.
從CSGO的代碼來看,滅火有兩種情況:
?煙霧彈砸在火中間
?煙霧彈覆蓋三分之一的火焰
其他區(qū)域的火焰仍在燃燒
從源代碼的注釋來看,編程人員有想過用高爆手雷來滅火的想法,但眾所周知這并沒有發(fā)生
Molotov could explode in the air, but still burn the ground
It happens if the distance to the ground below the grenade is less than 128 units.
燃燒瓶在空中爆開,但仍然能把火焰撒地上
產(chǎn)生條件:燃燒瓶爆炸時離地面的距離小于128個unit(游戲單位)

Technical side of molotov
Molotov fire is a group of flames, up to 16. Position of each flame is defined by a random process. This means that burn area is a bit different each time!
燃燒瓶的火焰擴散機制
在地上產(chǎn)生的火由幾片火焰構成,最大數(shù)量是16。每片火焰的位置是隨機的,這意味著每個火的燃燒區(qū)域都有細微差別
↓演示視頻↓
Color here means probability of some area being affected by fire:
顏色代表著這區(qū)域會被燒到的概率

This picture shows area that could POSSIBLY be affected by the molotov spread and is based on 1000 repetitions.
Note: possibly means it was affected at least 1 time during experiment.
這里的可能性指1000次實驗里被燒到過一次

This area is affected by molotov spread with 99% probability Based on data from 1000 repetitions.
百分之九十九會被火焰影響的區(qū)域(來自1000個實驗樣本)

原文:Fire spread goes towards throw direction which makes sense from a real-life perspective. What may seem to be counter-intuitive is that bouncing off the wall doesn't affect spread direction: only throw direction matters.
Picture below gives us a better understanding of spread timing ?So about 50% of the area is defined in a first 1-2 seconds, then fire starts to look for possible areas to spread and does it constantly.
火焰的蔓延方向跟一開始扔時的方向有關,稍微違反現(xiàn)實直覺的是,即使燃燒瓶碰撞過其他物體,這個蔓延方向仍和一開始時一致
下圖的演示讓你更好的了解火焰蔓延的時機。約一半的燃燒面積在前兩秒就已確認,剩下的火焰會根據(jù)可能性向周圍蔓延

When going to throw a molly think about your future enemies' position. Sometimes it's better to throw it in front instead directly under the enemy. ?
For example, let's take Nuke and compare the damage done by the door molly thrown in a different way.
扔火時要預判敵人會在的位置,有時候扔在敵人前面比直接往人身上扔更好
舉個栗子:在nuke的黃門,扔火可能對第一個T完全造不成傷害
