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eegore

Forcing a wreck to burn

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I have a mission where a plane is killed by a trigger: Plane1 setdamage 1

It crashes but all the sudden it stopped burning and I have no idea why. It just explodes and falls as a chunk of lead with no smoke/flames like it used to. I found this:

http://www.kylania.com/ex/

I have been testing just the portion to call the effect onto a game logic or a unit but I either get "type script expected nothing" or no flames appear at all over a game logic. I cant figure out what I am missing.

Init file has:

BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf
exit

Ive tried this in a trigger, in the init of the logic named FireTest, in my init, in a tractor's init and no luck: [FireTest,5,time,false,false] spawn BIS_Effects_Burn

Also tried:

This = [FireTest,5,time,false,false] spawn BIS_Effects_Burn

This [FireTest,5,time,false,false] spawn BIS_Effects_Burn

Firetest execvm [FireTest,5,time,false,false] spawn BIS_Effects_Burn

Anyone know where I am screwing up? The tutorial says it can be placed into the init of the gamelogic.

Edited by eegore

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If your using in game logic or object init then spawn BIS_Effects_Burn will need a handle, this can be any name but don't use names already used for objects.

BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";handle=[this,10,time,false,false] spawn BIS_Effects_Burn

Edited by F2k Sel

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Spawn a fire as an object and/or attach it to the wreck. The class name can be found on the forum and in the config viewer. You can do the same with smoke.

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I have place campfires inside of areas to simulate fire but this particular command allows for various intensity and duration. For instance to keep a building looking like it was on fire I would just roll 10 or so fuel trucks up to it by delayed triggers and waypoints and blow them up because I have terrible mission editing skills!

I altered the command, I assume "Handle=" needs to be the logic name?

I am now getting the "script not found" message. I didn't realize there was a separate script needed to create the effects.

Edited by eegore

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No the handle should not be used as a name either in object/triggers/vehicles/logics or units.

You don't even need it in a script just when using in an init or trigger.

BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";handle=[this,10,time,false,false] spawn BIS_Effects_Burn

Seems ok when posting as script.

for some reason again posing in the forum is adding a space between burn and .sqf remove the space eg burn.sqf remove the space.

The script it runs is BIS_Script it's in the game you don't need it in your folder.

Edited by F2k Sel

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Place this in the init of a small object or try the wreck itself.

bld="test_EmptyObjectForFireBig" createvehiclelocal (getposasl this);bld setdir (getdir this);

And when the fire is not needed anymore then you simply delete the small object through a script or trigger.

Edited by B00tsy

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Ok I think the space between burn and the .sqf was the problem since the code works if I place it in the init of a unit now.

As for the "bld="test_EmptyObjectForFireBig" createvehiclelocal (getposasl this);bld setdir (getdir this);" nothing happens. I think its supposed to create an object on top of another object?

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