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Johnny Drama

Attaching Effect Modules to objects/units?

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hey guys,

 

i would like to attach effect modules like the ModuleEffectsSmoke_F or ModuleEffectsFire_F to a moving object / unit.   (vanilla smoke grenades are just too small)

 

I tried the attachTo command: this does work one time, but does not update the position. So its like setPos. With vanilla smoke grenades attachTo works like a charm.

 

I tried syncing the module to the object. Doesnt do anything i think.

 

Both effects use the https://community.bistudio.com/wiki/BIS_fnc_moduleEffectsEmitterCreator. This can be found in the function viewer.

 

I searched the forums and found a thread where someone said u can link game logics to objects. but i am unsure how to correctly call the function inside a gamelogic.

 

Thanks in advance!

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Thanks nikiller,

 

ok so im new to scripting and might need some further help to adept my smoke to your solution.

 

from a friend i got this code and modified it for my needs. it is supposed to look like this: http://imgur.com/vu12ZPE

 

in about 30-50% of the tries it looks this way it is supposed to. but in other cases 1, 2 or all 3 smokes are following the jet on the ground. so x+y is always workin. z is totally random imho. lightsource always works.

 

so it looks like this: (dont mind the other smoke texture) http://imgur.com/a/pVXGE

 

this is the script for 1 jet:

trail1.sqf:

_object = _this select 0;

_li = "#lightpoint" createVehicle (getpos _object);
_li setLightBrightness 30;
_li setLightDayLight true;
_li setLightAmbient[1,0,0];
_li setLightColor[1,0, 0];
_li lightAttachObject [_object, [0,0,0.1]];


//Smoke
_ps1 = "#particlesource" createVehicleLocal getpos player;
_ps1 setParticleCircle [20, [0, 0, 0]];
_ps1 setParticleRandom [5, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.5], 0, 0];
_ps1 setParticleParams [["\A3\data_f\cl_basic", 1, 0, 1], "", "Billboard", 1, 40, [0, -15, 0], [0, 0, 0.75], 50, 10, 7.9, 0.1, [3], [[1, 0, 0, 1]], [0.08], 1, 0, "", "", _object];
_ps1 setDropInterval 0.001;

sleep 30;

deletevehicle _li;
deletevehicle _ps1;

if isServer then {

nx1 = [[[n1],"trail1.sqf"],"BIS_fnc_execVM",true,false] spawn BIS_fnc_MP;

};

n1 is a jet.

 

is it possible to combine this with your solution?

 

thanks in advance

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