peanuckle_00 0 Posted December 1, 2002 Okay so we got the battle sounds, but can we control the environment lightening to flash in intervals to that it simulates cannons going off n stuff? Then we'll have the noise and the bang. Share this post Link to post Share on other sites
RED 0 Posted December 1, 2002 camcreate shells at random locations on the map. RED Share this post Link to post Share on other sites
Harnu 0 Posted December 2, 2002 Once I learn scripting I could help you out more. But if you already know it, if you want to get some explosions in the air do this: camcreate a few small objects. Make Mavericks, LGB's, or any other explosive fire on them at intervals. Then move the objects along with the chopper. Try to use small, unseeable objects. The objects are only there to make the things explode. Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted December 2, 2002 In 1.9 you can use CreateVehicle to make explosions, so if the mission is for MP, everyone can see the explosions. Depending upon how large the area of operation is, you can simply place an object somewhere in the middle. Name it Center or something like that. Now use something like this in a script. Exec it using exec "bombs.sqs". BTW put a game logic in your map named Server. ?!(Local Server) : Exit _unit = _this Select 0 #Start _wait = Random 5 ~_wait _num = Random 1 _pos = getPos _unit _dir = getDir _unit #Position ?(_num <=.5) : _dist = 0 + Random 30 ?(_num >.5) : _dist = 0 - Random 30 _posX = (_pos select 0) + _dist * sin _dir _posY = (_pos select 1) + _dist * cos _dir ?(_num <=.5) : _posZ = (_pos Select 2) + Random 30 ?(_num >.5) : _posZ = (_pos Select 2) - Random 30 _bomb1 = "SHELL73" CreateVehicle [_posX,_posY,_posZ] _bomb2 = "HEAT73" CreateVehicle [_posX,_posY,_posZ] Goto "Start" this script will make explosions all around at random spots. you can adjust the wait to have different intervals but I set it to be a random number up to 5. You can of course change the settings to other stuff, like you can change the "bombs" to other shells, and you can have the bomb type vary by using random num. This script should work ok, but I haven't tested it to make sure. Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 2, 2002 What I wanted was to see flashes of light in the sky and have explosions go off in mid air. Share this post Link to post Share on other sites
Snoopy 0 Posted December 2, 2002 I want to try to simulate aa gun fire shooting up into the air. The tracers for aa guns in OFP looks a bit thin... so is there a way to shoot stuff in the air with aa launchers (with out using soldiers) straight up into the air aiming at random locations? Share this post Link to post Share on other sites
toadlife 3 Posted December 3, 2002 You could possibly use createvehicle to create an AA rocket and then use setvelcoity to send it up into the sky. Share this post Link to post Share on other sites
Snoopy 0 Posted December 4, 2002 err, I wish i knew how to do that Share this post Link to post Share on other sites
Spitfire 0 Posted December 5, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (toadlife @ Dec. 03 2002,21:33)</td></tr><tr><td id="QUOTE">You could possibly use createvehicle to create an AA rocket and then use setvelcoity to send it up into the sky.<span id='postcolor'> I've been working on that already. I have a crude lead-pursuit algorithm which tracks the movement of the target and uses setvelocity to change the heading of the missile to pursuit the target. It never hits the target, though, but it's possible to simulate too. If I'll ever manage to finish the script I'll let you know what I've come up with. Share this post Link to post Share on other sites
Ruskiesrule 0 Posted December 5, 2002 make an M2 Machine gun Make 2 kind of small objects about 400 in the sky, or some high number, you'll have to test. You should place them away from each other Make a script ("gun" is the m2 unit name) and in it it should say somthing like: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop gun fire ["browning", "browning"] ~5 (Thats time before another shot!) gun fire ["browning", "browning"] goto "loop" <span id='postcolor'> then make another script </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop ~5 smallobj1 setdammage 0; gun dowatch smallobj1; smallobj1 setdammage 0; ~5 smallobj2 setdammage 0; gun dowatch smallobj2; smallobj2 setdammage 0; goto "loop" <span id='postcolor'> That should make the m2 look at the object in the sky, fire, look at the other object, then fire, and repeat! You can change the numbers so it does the whole process faster, and ~0.2 can act like automatic fire! You can change the M2 to a tank or some kind of static gun so its like Flak fire! Flak guns fire quickly, so you should stick the tanks on full skill level, that should speed up their reload speeds! Share this post Link to post Share on other sites
Guest jacobaby Posted January 18, 2003 I tried that in the Ia Drang map, and "FIRE" command didnt seem to work at all on it. Remember though that machine gun bullets will cause plenty of lag in MP games. I recently made a mission with this very effect in, simulating AA shells exploding mid-air. Basically I collided a flare with a Heat shell in mid air, using createvehicle to create them in the same place. Remember if the mission is for MP you need to localize the script, or you will get too many explosions Heres a link to my mission. http://www.btinternet.com/~mr.squeegee/Missions/Assassination.zip The opening sequence has the effect. Uses the SN2 pack. TJ Share this post Link to post Share on other sites