Yolo Joe 11 Posted June 28, 2014 (edited) How can I turn a unit in to a small smoke cloud upon death? Edited June 29, 2014 by Chillroy Share this post Link to post Share on other sites
flyinpenguin 30 Posted June 28, 2014 You can run an event handler to make sure the unit is dead, delete the unit, then spawn an effect. Share this post Link to post Share on other sites
Zatan13th 10 Posted June 28, 2014 _killed = (_this select 0); _posKilled = getPos killed; deleteVehicle _killed; "SmallSecondary" createVehicle posKilled; Share this post Link to post Share on other sites
flyinpenguin 30 Posted June 28, 2014 _killed = (_this select 0); _posKilled = getPos killed; deleteVehicle _killed; "SmallSecondary" createVehicle posKilled; exactly. just add that into an event handler. So if you add this into a unit's init it should work this addEventHandler ["killed", { _killed = (_this select 0); _posKilled = getPos _killed; deleteVehicle _killed; "SmallSecondary" createVehicle _posKilled; }]; Share this post Link to post Share on other sites
Yolo Joe 11 Posted June 29, 2014 No, I do not want an explosion. Simply a small dust cloud would do the trick. Where can I find a list of the effects? Share this post Link to post Share on other sites
colinm9991 20 Posted June 29, 2014 http://forums.bistudio.com/showthread.php?179700-Particular-Dust-Effect Share this post Link to post Share on other sites
asuseroako 17 Posted June 30, 2014 No, I do not want an explosion. Simply a small dust cloud would do the trick. Something like this? Share this post Link to post Share on other sites
BEAKSBY 11 Posted June 30, 2014 (edited) Something like this? Yes Please! Can you share the code for this? Also, where in the cfgVehicles do I find "SmallSecondary" and the others? Thanks Edited June 30, 2014 by BEAKSBY Share this post Link to post Share on other sites
Yolo Joe 11 Posted July 1, 2014 Yes! Like that! would you mind sharing that code? ;D Share this post Link to post Share on other sites
asuseroako 17 Posted July 2, 2014 Alright gents. Here's the download link to the sample mission. 5 targets, each with different size of dust cloud on death. I hope that helps. :) Share this post Link to post Share on other sites
Yolo Joe 11 Posted July 2, 2014 I'm not interested in PLAYING the scenario :P I want the CODE! :bounce3: :bounce3: Can you put out a download link to the SQM file? So I can open it in the editor? Share this post Link to post Share on other sites
flyinpenguin 30 Posted July 2, 2014 You should download PBO manager or something. Extremly useful tool. I used that to extract the data necessary. They simply added this code into the units init inside the mission.sqm file init="this addEventHandler [""killed"", { _killed = (_this select 0); _pos = getPos _killed; _xpos = _pos select 0; _ypos = _pos select 1; _zpos = _pos select 2; sleep 0.3; for ""_i"" from 0 to 3 do { _xvel = 0; _yvel = 0; _zvel = 0; _tnt = 0; drop [[""A3\Data_F\ParticleEffects\Universal\universal.p3d"", 16, 7, 48], """", ""Billboard"", 0, 1 + random 0.5, [_xpos, _ypos, _zpos], [ _xvel, _yvel, _zvel ], 1, 1.2, 1.3, 0, [1], [ [0.55, 0.5, 0.45, 0], [_tnt + 0.55, _tnt + 0.5, _tnt + 0.45, 0.16], [_tnt + 0.55, _tnt + 0.5, _tnt + 0.45, 0.12], [_tnt + 0.5, _tnt + 0.45, _tnt + 0.4, 0.08], [_tnt + 0.45, _tnt + 0.4, _tnt + 0.35, 0.04], [_tnt + 0.4, _tnt + 0.35, _tnt + 0.3, 0.01] ], [0], 0.1, 0.1, """", """", """" ]; }; deleteVehicle _killed; Hint ""Size 1 dust""; }];"; Share this post Link to post Share on other sites
Beerkan 71 Posted July 2, 2014 I'm not interested in PLAYING the scenario :P I want the CODE! :bounce3: :bounce3: Put this in your init.sqf {_x addEventHandler ["killed",{_this spawn {_unit = _this select 0;_pos = getPos _unit;_xpos = _pos select 0;_ypos = _pos select 1; _zpos = _pos select 2;sleep 0.3;for "_i" from 0 to 3 do {_xvel = 0;_yvel = 0;_zvel = 0;_tnt = 0; drop[["A3\Data_F\ParticleEffects\Universal\universal.p3d",16,7,48],"","Billboard",0,1 + random 0.5,[_xpos,_ypos,_zpos], [_xvel,_yvel,_zvel],1,1.2,1.3,0,[2],[[0.55,0.5,0.45,0],[_tnt + 0.55,_tnt + 0.5,_tnt + 0.45,0.16], [_tnt + 0.55,_tnt + 0.5,_tnt + 0.45, 0.12],[_tnt + 0.5,_tnt + 0.45,_tnt + 0.4,0.08], [_tnt + 0.45,_tnt + 0.4,_tnt + 0.35,0.04],[_tnt + 0.4,_tnt + 0.35,_tnt + 0.3,0.01]],[0],0.1,0.1,"","",""];}; deleteVehicle _unit};}]; } forEach allUnits; Share this post Link to post Share on other sites
asuseroako 17 Posted July 2, 2014 @Chillroy Exactly. That's the code. Size 1 and size 2 dust respectively. And I thought you have a pbo extractor with you. :) -- On a similar topic about ParticleEffects, here is a demo of spawn clouds and death clouds. Arcadey? Will serve purpose in my project as some sort of visual indicator. Share this post Link to post Share on other sites
BEAKSBY 11 Posted July 3, 2014 (edited) exactly. just add that into an event handler. So if you add this into a unit's init it should work this addEventHandler ["killed", { _killed = (_this select 0); _posKilled = getPos _killed; deleteVehicle _killed; "SmallSecondary" createVehicle _posKilled; }]; Where can I find other particle effects like "SmallSecondary"? Also, does the explosion damage units near it or is just a particle effect? BASICALLY, I want an even smaller explosion than "SmallSecondary"... Edited July 3, 2014 by BEAKSBY Share this post Link to post Share on other sites
Yolo Joe 11 Posted July 3, 2014 Also, does the explosion damage units near it or is just a particle effect? Yes it does, and thats why I can't use it. I need to be able to kill them with grenades, but they can't kill their teammates when dying. Share this post Link to post Share on other sites
flyinpenguin 30 Posted July 3, 2014 this addEventHandler ["killed", { _killed = (_this select 0); _posKilled = getPos _killed; deleteVehicle _killed; "A3\Data_F\ParticleEffects\Universal\universal.p3d" createVehicle _posKilled; }]; Try this out. I do not know where the particle effect classnames are listed but they are probably within Data_F and then inside one of the config.bin's. Im honestly not that interested in diving into their config's again as I just got through redefining a piece every single default vehicle in Arma 3 because they were incorrectly defined (except a precious few). If I have time later I will post in here a list. Just a particle effect is just that. An effect. To actually deal damage it has to be tied to some type of Ammo class (aka created by one) Share this post Link to post Share on other sites