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scajolly

Billowing smoke, permanent

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Another option is to do a search for

BIS_Effects_Burn

There's more than one way to implement it, but it can give a nice high-in-the-sky smoke visual.

Tip: depending on how you use it though, watch out for "nil". That'll burn you. Use "null" instead.

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Here are particle templates (for smokes and such): http://community.bistudio.com/wiki/ParticleTemplates

The previously mentioned burn effects, which work quite well, are not pre-compiled like some of the other BIS functions, so you have to do this in your mission:

BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";

Note that BIS_Effects_Burn is just a reference, and you can name it whatever you want. If you want to see all the options for calling it, you need to depbo the CA addon and drill down to the file listed above. Although this will help:

[unit,intensity,time,lifecheck,fade] spawn BIS_Effects_Burn;

// To make a gamelogic named mygamelogic burn forever with a big fire:
[mygamelogic,10,time,false,false] spawn BIS_Effects_Burn;

//To make it smoke, with no visible flame you can use an intensity of 3 or lower:
[mygamelogic,3,time,false,false] spawn BIS_Effects_Burn;

For spawn and execVM, you don't need to assign anything to the call, nil, null or otherwise, provided you call it from a script. nil is a reserved word, so don't use it anyway. You can use null, but as with any global var name, each assignment will overwrite it, so why bother assigning it at all? :) Unless you need to refer to it later (such as with waitUntil or terminate) then you should use a unique name for the handle. Triggers and such do require a handle for calls made within them. I prefer to use a local variable, that way the handle remains within the scope of the trigger and nobody else can mess with it.

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Both of those give me smoke (Which I've been looking all over the internet for - Thanks for that) but what if you want some really big dramatic world-ending pillars of smoke? Like first Gulf War, or Michael Bay-movie smoke?

I'm trying to simulate a battle after a retreat, with the resulting fires from shelling in the distance. I'm thinking of smoke that might be seen from a few miles away.

I've tried both of those, but I can't seem to make Kylanias smoke bigger, and there's an obvious cap on the BIS_Effects_Burn pillars.

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@kylania how would you call that script if I wanted to use it on an object, or lets say a wreck?

Thanks.

Edited by DarkXess

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nice script kylania this will come in handy !

@DarkXess

can you not just place a marker where you need the smoke over the object and then in a trigger call the script when you need to ?

nul = ["triggername", [1,0,0]] execVM "createSmoke.sqf";

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nice script kylania this will come in handy !

@DarkXess

can you not just place a marker where you need the smoke over the object and then in a trigger call the script when you need to ?

nul = ["triggername", [1,0,0]] execVM "createSmoke.sqf";

Yeah that works! its working fine,.. just I wanted it to work in the init line of a wreck/object etc... so the only way is that then? using a trigger or marker?

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nm, i see it was suggested

Edited by Igneous01

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just I wanted it to work in the init line of a wreck/object etc

It works for me in the init of the things I checked it with.... including the huey wreck.

nul = [this] execVM "createsmoke.sqf";

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It works for me in the init of the things I checked it with.... including the huey wreck.

nul = [this] execVM "createsmoke.sqf";

Thanks man, that did it :)

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