dimdic 1 Posted June 6, 2012 Is there any way that i can put smoke or fire effects in the terrain or in an object apart from the command "drop" which seems to be complicated ?? Thank you! Share this post Link to post Share on other sites
Tajin 349 Posted June 6, 2012 All particle effects are somewhat complicated. Except maybe if you use a burning campfire and make the object invisible, so that only the effect remains. That is rather easy, but gives you no options to adjust the effect. ps.: If I remember that right, there has been some sort of particle-editor around that lets you change settings and dynamically generates the particle-array for you. Try searching armaholic for it. Share this post Link to post Share on other sites
hellfire257 3 Posted June 6, 2012 Have you tried BIS_fnc_burn? Share this post Link to post Share on other sites
f2k sel 164 Posted June 6, 2012 There are particle templates that give you a range of pre-defined fires and smoke. http://community.bistudio.com/wiki/ParticleTemplates But as Tajin suggests you can use the camp fire or burning barrel and then apply objectsname hideobject true to make the the everything but the fire invisible. You can also do this with vehicles if you want a larger effect. Share this post Link to post Share on other sites
dimdic 1 Posted June 6, 2012 There are particle templates that give you a range of pre-defined fires and smoke. http://community.bistudio.com/wiki/ParticleTemplates But as Tajin suggests you can use the camp fire or burning barrel and then apply objectsname hideobject true to make the the everything but the fire invisible. You can also do this with vehicles if you want a larger effect. If i want to use these particle templates, should i download any addons ?? Share this post Link to post Share on other sites
max power 21 Posted June 6, 2012 No, it's for making your own addons. Anyways, try this: put an object or gamelogic in the editor. In the init line put BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nul = [this, 4, time, false, true] spawn BIS_Effects_Burn; [unit,intensity,time,lifecheck,fade] spawn BIS_Effects_Burn unit: the name of the object that the fire will be attached to intensity: the intensity of the fire. Recommended to use values between 0.7 and 10, higher values may be used if desired though. time: the time that the fire started. use global variable "time". this is used to keep effects synced for JIP players lifecheck: if this is true then the unit will only burn as ling as it is dead (!alive unit). set to false to burn things like buildings and gamelogics fade: if true then the fire will die down over time, eventually dying out. set to false if you want it to keep burning. (affected by rain too). Share this post Link to post Share on other sites