Kydoimos 916 Posted December 7, 2013 Can anyone tell me how to reproduce the electricity effect from Mission 01, with the downed Blackfoot? (You can see sparks in the cockpit). Share this post Link to post Share on other sites
Sniperwolf572 758 Posted December 7, 2013 You shouldn't need to do it manually. If you place the Empty > Wrecks > Blackfoot wreck, it will start sparking on it's own. Share this post Link to post Share on other sites
Kydoimos 916 Posted December 7, 2013 Ah, interesting. I didn't want to use it in conjunction with the Blackfoot wreck though! No wonder I couldn't find it anywhere in the config files! Thanks for letting me know! Share this post Link to post Share on other sites
Kydoimos 916 Posted December 9, 2013 Does anybody know if there's a way to replicate that effect? Possibly as a particle effect? Share this post Link to post Share on other sites
Kerc Kasha 102 Posted December 9, 2013 (edited) this execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf" why replicate when you can just use the actual script. But just incase that doesn't work as intended here's the script itself: _v = _this; // --- engine exhaust smoke 1 --- if ((random 1) < 0.75) then { [_v] spawn { _v = _this select 0; while {!(isNull _v)} do { _posV = getPos _v; _smoke1 = "#particlesource" createVehicleLocal getpos _v; _smoke1 attachTo [_v,[0,0,0],"engine_effect_1"]; _pos = getPos _smoke1; deleteVehicle _smoke1; _smoke1 = "#particlesource" createVehicleLocal getpos _v; _smoke1 setPos _pos; _smoke1 setParticleClass "WreckSmokeSmall"; if (isNil {_v getVariable "smokeSound"}) then { _smokeSound1 = createSoundSource ["Sound_SmokeWreck1", _pos, [], 0]; _v setVariable ["smokeSound",_smokeSound1]; }; while {(_posV distance (getPos _v)) < 0.5} do { sleep 5 }; deleteVehicle _smoke1; if !(isNil {_v getVariable "smokeSound"}) then {deleteVehicle (_v getVariable "smokeSound")}; }; }; }; // --- engine exhaust smoke 2 --- if ((random 1) < 0.75) then { [_v] spawn { _v = _this select 0; while {!(isNull _v)} do { _posV = getPos _v; _smoke2 = "#particlesource" createVehicleLocal getpos _v; _smoke2 attachTo [_v,[0,0,0],"engine_effect_2"]; _pos = getPos _smoke2; deleteVehicle _smoke2; _smoke1 = "#particlesource" createVehicleLocal getpos _v; _smoke1 setPos _pos; _smoke1 setParticleClass "WreckSmokeSmall"; if (isNil {_v getVariable "smokeSound"}) then { _smokeSound2 = createSoundSource ["Sound_SmokeWreck1", _pos, [], 0]; _v setVariable ["smokeSound",_smokeSound2]; }; while {(_posV distance (getPos _v)) < 0.5} do { sleep 5.11 }; deleteVehicle _smoke1; if !(isNil {_v getVariable "smokeSound"}) then {deleteVehicle (_v getVariable "smokeSound")}; }; }; }; // --- avionics sparks 1 (gunner's display) --- [_v] spawn { _v = _this select 0; sleep (5 + random 20); while {!(isNull _v)} do { _sparks = "#particlesource" createVehicleLocal getpos _v; _sparks attachTo [_v,[0,0,0],"avionics_effect_4"]; _pos = getPos _sparks; deleteVehicle _sparks; _posV = getPos _v; while {(_posV distance (getPos _v)) < 0.5} do { _sparks = "#particlesource" createVehicleLocal getpos _v; _sparks setPos _pos; _sparks setParticleClass "AvionicsSparks"; _sparksSound1 = createSoundSource ["Sound_SparklesWreck2", _pos, [], 0]; sleep 1.5; deleteVehicle _sparksSound1; deleteVehicle _sparks; sleep (5 + random 20); }; }; }; // --- avionics sparks 2 (gunner's controls) --- [_v] spawn { _v = _this select 0; sleep (5 + random 20); while {!(isNull _v)} do { _sparks = "#particlesource" createVehicleLocal getpos _v; _sparks attachTo [_v,[0,0,0],"avionics_effect_6"]; _pos = getPos _sparks; deleteVehicle _sparks; _posV = getPos _v; while {(_posV distance (getPos _v)) < 0.5} do { _sparks = "#particlesource" createVehicleLocal getpos _v; _sparks setPos _pos; _sparks setParticleClass "AvionicsSparks"; _smoke = "#particlesource" createVehicleLocal getpos _v; _smoke setPos _pos; _smoke setParticleClass "AvionicsSmoke"; _sparksSound2 = createSoundSource ["Sound_SparklesWreck1", _pos, [], 0]; sleep 1.5; deleteVehicle _sparks; sleep 1.5; deleteVehicle _sparksSound2; deleteVehicle _smoke; sleep (5 + random 20); }; }; }; // --- avionics sparks 3 (pilot's controls) --- [_v] spawn { _v = _this select 0; sleep (5 + random 20); while {!(isNull _v)} do { _sparks = "#particlesource" createVehicleLocal getpos _v; _sparks attachTo [_v,[0,0,0],"avionics_effect_5"]; _pos = getPos _sparks; deleteVehicle _sparks; _posV = getPos _v; while {(_posV distance (getPos _v)) < 0.5} do { _sparks = "#particlesource" createVehicleLocal getpos _v; _sparks setPos _pos; _sparks setParticleClass "AvionicsSparks"; _smoke = "#particlesource" createVehicleLocal getpos _v; _smoke setPos _pos; _smoke setParticleClass "AvionicsSmoke"; _sparksSound3 = createSoundSource ["Sound_SparklesWreck1", _pos, [], 0]; sleep 1.5; deleteVehicle _sparks; sleep 1.5; deleteVehicle _sparksSound3; deleteVehicle _smoke; sleep (5 + random 20); }; }; }; Edited December 9, 2013 by Kerc Kasha Share this post Link to post Share on other sites
Kydoimos 916 Posted December 9, 2013 Kerc Kasha, brilliant stuff! Well found! Very, very helpful! Really appreciated, mate! Share this post Link to post Share on other sites