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demonized

slowing flare decent?

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since the arty illum rounds dont work in CO 1.57 vanilla.

Im trying to workaround this by using fired eventhandler, tracking the dud illum round and when it reaches a certain height i delete it and create a gl flare on its last known pos.

Now this works fine, but the flare just plummits to the ground, even when set at 150 height, any way i can have it decend slower?

Im aware i could just script getpos setpos height and loop it until on ground, but that would look strange i feel.

Is there a vehicle for flare parachutes wich i could attach the flare round to?

Is there a working illum round for the artys, or a working workaround?

Searched through alot of posts but no answers.

Much appreciated for any info.

Current workaround i use is just spawning a gl flare at projectiles pos when under 200 and delete projectile, it gives about 20-28 secs of light.

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Maybe you can attach the spawned flare to the dud rounds. Unless the slow descent in the duds is also not working?

The working flares have about 30-35s of light, so if you want them to act like this you should not slow too much.

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This is maybe a bit stupid, but you could try to bake your own flares with light-emmiting particles. At least the fire-ones emmit light, don't know if there are better options. :/

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This is maybe a bit stupid, but you could try to bake your own flares with light-emmiting particles. At least the fire-ones emmit light, don't know if there are better options. :/

Yeah this would work, but the issue of the "flare" falling rapidly is still there, and stackato with setPos until landed.

maybe set the height to a higher interval? I think there is a max though

When i use above 200 flares run out before hitting ground, thats why i said it lasted 20 -28 secs.

It was depending on a 0.2 sleep after check if dud was below height and create flare on its pos, never did i manage to get 30 secs of light.

Maybe you can attach the spawned flare to the dud rounds. Unless the slow descent in the duds is also not working?

The working flares have about 30-35s of light, so if you want them to act like this you should not slow too much.

Duds decend as normal HE shells or anything else does, tested with broadcasting pos in hint, can see the height value dropping really fast.

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I assume hide or making an item invicible is not working??

I could use a regular parachute and just attach flare to it and replenish flare once it dies out, but only if i could make parachute invicible.

Well im gonna try and do manual setPos getPos will post back here when i got some results.

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while {alive _illumround1} do {
_illumround1 setPosASL [(getPosASL _illumround1 select 0) + 0.05 * (wind select 0), (getPosASL _illumround1 select 1) + 0.05 * (wind select 1), (getPosASL _illumround1 select 2) + 0.2];
sleep 0.075;
};

Using this to manually setpos the flare downwards worked really well.

Looked pretty real as well, tnx to a old script by Carl Gustaffa.

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