Johnny Drama 33 Posted April 8, 2016 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! Share this post Link to post Share on other sites
nikiller 18 Posted April 9, 2016 hi, Have a look here https://forums.bistudio.com/topic/189410-setting-a-unit-on-fire-without-killing-him/?p=3000799 and here https://forums.bistudio.com/topic/189410-setting-a-unit-on-fire-without-killing-him/?p=3000992 cya. Nikiller. Share this post Link to post Share on other sites
Johnny Drama 33 Posted April 14, 2016 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 Share this post Link to post Share on other sites
thy_ 145 Posted February 4, 2023 Hey, you random guy from the future: if you are looking for how to create a smoke source spot, here: https://community.bistudio.com/wiki/Particles_Tutorial#Full_examples You're welcome. 1 Share this post Link to post Share on other sites