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ToM666

start a fire then time out

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Hi guys

I'm not sure why but I am using this script on about 5 vehicles around the base on my mission and after a while the fireballs seem to subdivide then one of the two fireballs slowly drifts upwards and fades.

wokka = "test_EmptyObjectForFireBig" createVehicle position this; wokka attachTo[this,[0,-1,-1]];

I would be interested to know why this happens. I'm guessing lag?

Anyway, the real thing I am after is a way to have this fire light on an object but only burn for a period of time then go out.

I am probably pushing my luck here but it would also look good if when the fire went out the object / vehicle continued to smoke for a while again on a timeout.

I was just trying to use a trigger time out but couldn't work out the script code.

is it possible to do this?

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Not sure if this still works used it in A2/OA

//How to use

//[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).

//If you want to kill a fire you can delete the object it is attached to.

//hint: you can attach a gamelogic to a moving object via the attachto command, and then make the gamelogic burn.

//that way you can kill the fire without deleting the object.

//examples:

//To make a gamelogic named mygamelogic burn forever with a big fire:

//[mygamelogic,10,time,false,false] spawn BIS_Effects_Burn

//same with medium sized fire:

//[mygamelogic,5,time,false,false] spawn BIS_Effects_Burn

//To make a gamelogic burn and have the fire fade over time:

//[mygamelogic,10,time,false,true] 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

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

e.g

[downedchopper,5,time,false,true] spawn BIS_Effects_Burn;

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Not sure if this still works used it in A2/OA

//How to use

//[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).

//If you want to kill a fire you can delete the object it is attached to.

//hint: you can attach a gamelogic to a moving object via the attachto command, and then make the gamelogic burn.

//that way you can kill the fire without deleting the object.

//examples:

//To make a gamelogic named mygamelogic burn forever with a big fire:

//[mygamelogic,10,time,false,false] spawn BIS_Effects_Burn

//same with medium sized fire:

//[mygamelogic,5,time,false,false] spawn BIS_Effects_Burn

//To make a gamelogic burn and have the fire fade over time:

//[mygamelogic,10,time,false,true] 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

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

e.g

[downedchopper,5,time,false,true] spawn BIS_Effects_Burn;

Hi Mike

This looks promising but I can't figure out how to implement it.

I have loaded an empty vehicle onto a map and created a game logic and called it burn1.

However, I do not see how to set the game logic up. There doesn't seem to be a relevant option it the game logic settings I can use.

Bit gutted really becuase this is just what I need.

Thanks

ToM

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[nameofyour vehicle,5,time,false,true] spawn BIS_Effects_Burn;

have you tried that

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I wasn't able to get BIS_Effects_Burn to work earlier. mAybe they added it back in.

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[nameofyour vehicle,5,time,false,true] spawn BIS_Effects_Burn;

have you tried that

Not yet. I don't know where to put the code LOL :p

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in the vehicle you want to burn in its init in the editor - type

[this,5,time,false,true] spawn BIS_Effects_Burn;

failing that type

burn = [this] execvm "burnVehicle.sqf";

make a sqf file called burnVehicle

in that file type

_vhBurn = _this select 0;

[_vhBurn,5,time,false,true] spawn BIS_Effects_Burn;

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in the vehicle you want to burn in its init in the editor - type

[this,5,time,false,true] spawn BIS_Effects_Burn;

failing that type

burn = [this] execvm "burnVehicle.sqf";

make a sqf file called burnVehicle

in that file type

_vhBurn = _this select 0;

[_vhBurn,5,time,false,true] spawn BIS_Effects_Burn;

Tried them both mate. Unfortunatley neither works but thanks for trying to help mate. Would have been just the job :)

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probably as kylania said - not been added back in

Yeh mate.

Hopefully will be soon though.

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