EBass 0 Posted February 13, 2011 Yes I have searched. Ok so I'm making a mission where you have to go and destroy the Oil fields in Northern Takistain, its happening at dawn and I really want some big juicy oil fires to add to the atmostphere. So essentially on each oilderrick I've got a trigger with its condition as. "!alive (getPos Ologic nearestObject 67813)" And then I'm stumped, everything I've tried hasn't worked. Thanks for the help. Share this post Link to post Share on other sites
Gekkibi 11 Posted February 13, 2011 BIS_fnc_burn = compile preprocessFile "\ca\Data\ParticleEffects\Scripts\Destruction\burn.sqf"; [object, intensity, time, false, false] spawn BIS_fnc_burn; Share this post Link to post Share on other sites
EBass 0 Posted February 13, 2011 Yes I came across that in my search but I need to be told where to put these commands. Moreover this "[object, intensity, time, false, false] spawn BIS_fnc_burn;" in a trigger comes back with one of those "Type string expect nothing" type errors. Share this post Link to post Share on other sites
Gekkibi 11 Posted February 13, 2011 Then you'll have to give it a handle. nul = [...] spawn BIS_fnc_burn; You can put this to the trigger (The one with !alive nearestObject condition) Put compile preprocessFile into your init.sqf (If you don't have one create it). Share this post Link to post Share on other sites
f2k sel 164 Posted February 13, 2011 (edited) There are a couple of things you need to do as Gekkibi suggests. Here's how I do it. 1. place a function module on the map. 2. place this in an init.sqf file and notice that there is no space between burn and sqf as you have above. BIS_fnc_burn = compile preprocessFile "\ca\Data\ParticleEffects\Scripts\Destruction\burn.sqf" 3. place this in a triggers on act baox, place a game logic named Ologic over the object you want to burn. fire1 = [Ologic,15,time,false,false] spawn BIS_Effects_Burn; I wouldn't use this line although it will work "!alive (getPos Ologic nearestObject 67813)" You could do it this way. place a trigger over the building you want to check, set it to not present and group the trigger to the building. If you name the trigger Ologic you won't need the game logic and can spawn the fire on the trigger and no need to put anything in the condition. Edited February 13, 2011 by F2k Sel Share this post Link to post Share on other sites
EBass 0 Posted February 13, 2011 (edited) Thanks guys I'll give that a try. That works great, thanks a lot. Edited February 13, 2011 by EBass Share this post Link to post Share on other sites
Gekkibi 11 Posted February 13, 2011 Sorry about my little typo. I was kind of tired and typed it (no copypasting). I'm happy it works. Have fun. :) Share this post Link to post Share on other sites
coma73 0 Posted February 19, 2011 i tried what youve said and my game crashes. any more ideas or maybe a demo mission? Share this post Link to post Share on other sites
f2k sel 164 Posted February 19, 2011 I've just had it crash myself, which method have you tried? Mine only seems to crash if I spawn the fire at the trigger location but not when using a game logic for the spawn point. Share this post Link to post Share on other sites
coma73 0 Posted February 19, 2011 hmm same here didnt try ga,me logic, ill do that now. Share this post Link to post Share on other sites