hellstorm77 2 Posted October 18, 2013 i was wondering if someone can help me i have the code for a burning wreck wokka = "test_EmptyObjectForFireBig" createVehicle position this; wokka attachTo[this,[0,1.5,-1]]; I was wondering if there is a smoking effect with out the flames Share this post Link to post Share on other sites
Tajin 349 Posted October 18, 2013 Take a look at particle-effects: https://community.bistudio.com/wiki/drop https://community.bistudio.com/wiki/ParticleArray Don't worry, it's only half as complicated as it looks. It will require some experimenting though. Share this post Link to post Share on other sites
cobra4v320 27 Posted October 19, 2013 _smoke = "test_EmptyObjectForSmoke" createVehicle (getPos this); Share this post Link to post Share on other sites
John Spartan 89 Posted October 19, 2013 Maybe this can help you. As far as I have noticed then a lot of default effects are saved as a config entry instead as a script to have performance improved, You can go thru the list pick the one matching your need and spawn it in game. _object = _this; _FX_smoke_source = "#particlesource" createVehicleLocal (getpos _object); _FX_smoke_source setParticleClass "MissileEffects1"; _FX_smoke_source attachto [_object,[0,0,0]]; sleep 3; deleteVehicle _FX_smoke_source; list of all the predefined particle effects can be found in \data_f\a3\data_f\ParticleEffects\CONFIG.cpp 1 Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted October 19, 2013 Maybe this can help you. As far as I have noticed then a lot of default effects are saved as a config entry instead as a script to have performance improved, You can go thru the list pick the one matching your need and spawn it in game. list of all the predefined particle effects can be found in \data_f\a3\data_f\ParticleEffects\CONFIG.cpp That gives variable error Share this post Link to post Share on other sites
John Spartan 89 Posted October 19, 2013 smoke = this execVM "my_smokescript.sqf"; that goes in your objects init [object that will have smoke attached] What exectly is the error, maybe syntax, but I know it works, I use similar system in my ejection scripts. Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted October 19, 2013 (edited) that generates a short plume of white smoke, the error was because i was trying to put in on the object init instead of running it as a script. smoke = "test_EmptyObjectForSmoke" createVehicle position this; smoke attachTo[this,[0,1.5,-1]]; is how i did it. Edited October 19, 2013 by Anthonyfromtheuk turning sleep off on your script make it keep smoking but it eats processing power Share this post Link to post Share on other sites
John Spartan 89 Posted October 19, 2013 sleep 3; is the value you want to change, to increase the time smoke particles are generated. You can replace it with some condition to be met before deleting the particle source. I would not advise to allow it to be infinite, its a resource drag. Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted October 19, 2013 my last post works for smoke, no need for sqf file :) Share this post Link to post Share on other sites