eegore 11 Posted December 24, 2013 (edited) 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 December 24, 2013 by eegore Share this post Link to post Share on other sites
f2k sel 145 Posted December 24, 2013 (edited) 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 December 24, 2013 by F2k Sel Share this post Link to post Share on other sites
b00tsy 27 Posted December 24, 2013 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. Share this post Link to post Share on other sites
eegore 11 Posted December 24, 2013 (edited) 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 December 24, 2013 by eegore Share this post Link to post Share on other sites
f2k sel 145 Posted December 24, 2013 (edited) 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 December 24, 2013 by F2k Sel Share this post Link to post Share on other sites
b00tsy 27 Posted December 24, 2013 (edited) 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 December 24, 2013 by B00tsy Share this post Link to post Share on other sites
eegore 11 Posted December 25, 2013 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? Share this post Link to post Share on other sites