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WWThomahawkWW

Detonate/spawn a Smoke sreen/shell from a trigger

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Hello !

I was wondering if someone know how a simulate the explosion of a smoke shell from a trigger or even a mortar. 

Conventional smokes are too small or even ineffective... I'm making several missions with Vanilla assets where this would be very useful, like a tank which just suddenly appears from the smoke, or even several huge smoke fired from mortars to allow some soldiers to advance covered etc.

I have been looking for this command/script for some time but I haven't found any solution yet.

 

Here is a command i tried but which doesn't work: 

bomb="8Rnd_82mm_Mo_Smoke_white" createVehicle (getPos this); 

 

So if any of you have any ideas, don’t hesitate. 🙂

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Try this in ON ACTIVATION field of your trigger,

smoke = "test_EmptyObjectForSmoke" createVehicle (getPos this);

Have fun!

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2 hours ago, wogz187 said:

Try this in ON ACTIVATION field of your trigger,


smoke = "test_EmptyObjectForSmoke" createVehicle (getPos this);

Have fun!

 

It works, but unfortunately this one is the kind of smoke which come from a fire or from a destroyed vehicle.

 

I may have misspoken, but I’m looking for smoke that is used to conceal units during an assault. This image may perhaps shed a little more light on what I am looking for.

Smokescreen from tanks or armored vehicles can be similar. 

 

a3_dismounts_moving_forward_from_vehicle

 

I know there are munitions that work with createVehicle like :

"M_PG_AT", "R_80mm_HE" or even "Bo_GBU12_LGB" etc.

 

So i tried this command with the appropriate ammunition, but it doesn't work:

bomb="8Rnd_82mm_Mo_Smoke_white" createVehicle (getPos this); 

 

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@WWThomahawkWW,

Quote

 

So i tried this command with the appropriate ammunition, but it doesn't work:

bomb="8Rnd_82mm_Mo_Smoke_white" createVehicle (getPos this); 

 


I'm not exactly sure but I think that is the magazine object, maybe different than the actual round. I don't know.

Have fun!

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Yes you are right, it was the name of the class. I found the name of the ammunition, but it doesn’t work either

 

bomb="Smoke_82mm_AMOS_White" createVehicle (getPos this);

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1 hour ago, WWThomahawkWW said:

I found the name of the ammunition, but it doesn’t work either

 

Hello there WWThomahawkWW !

 

Take a look in here if you want:

( you'll find enough examples inside )

 

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And:

 

 

How to make a trip flare

= = = = = = = = = = = = =  = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

 

 

In a trigger in the field named On Activation type this:

 

flare = "F_40mm_White" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150];

 

 

 

How to use a trigger to fire smoke

= = = = = = = = = = = = =  = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

 

In a trigger in the field named On Activation type this:

 

smokeshell = "G_40mm_Smoke" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150];

 

In both examples above:  “150”  is meters above ground level.  Smoke is best at “25”

 

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h = [] spawn {
	_emitters = [];
	
	for "_i" from 0 to 360 step 45 do {
		_pos = player getPos[ 20, getDir player + _i ];
		
		_source1 = "#particlesource" createVehicleLocal _pos;
		_source1 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 10, [0, 0, 0],
					[0, 0, 0.5], 0, 1.277, 1, 0.025, [0.5, 8, 12, 15], [[1, 1, 1, 0.7],[1, 1, 1, 0.5], [1, 1, 1, 0.25], [1, 1, 1, 0]],
					[0.2], 1, 0.04, "", "", _this];
		_source1 setParticleRandom [2, [0.3, 0.3, 0.3], [1.5, 1.5, 1], 20, 0.2, [0, 0, 0, 0.1], 0, 0, 360];
		_source1 setDropInterval 0.2;
		
		_source2 = "#particlesource" createVehicleLocal _pos;
		_source2 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 7, 0], "", "Billboard", 1, 5, [0, 0, 0],
					[0, 0, 0.5], 0, 1.277, 1, 0.025, [0.5, 8, 12, 15], [[1, 1, 1, 1],[1, 1, 1, 1], [1, 1, 1, 0.5], [1, 1, 1, 0]],
					[0.2], 1, 0.04, "", "", _this];
		_source2 setParticleRandom [2, [0.3, 0.3, 0.3], [1.5, 1.5, 1], 20, 0.2, [0, 0, 0, 0.1], 0, 0, 360];
		_source2 setDropInterval 0.15;
		
		_emitters append[ _source1, _source2 ];
	};
	
	uiSleep 120;
	
	{
		deleteVehicle _x;
	}forEach _emitters;
};

 

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@GEORGE FLOROS GR : So I didn’t find what I was looking for in your script - mod, but I did find some other nice things that might be useful 🙂

 

@Joe98 : This smoke is pretty like the Conventional smokes that we can throw, that's great but i was looking for a bigger smoke. Thank you anyway!

 

@Larrow, that command which spawn a "smokescreen" from armored vehicles looks particularly like what I was looking for, since the smoke is large enough to hide units or vehicles. Even if it's not fired from mortars or artillery, that would be fine.

I just have now a question, do you know how i can end this script once it started?

 

Thank you very much for your time and for your answers guys, i really appreciate !

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7 hours ago, WWThomahawkWW said:

I just have now a question, do you know how i can end this script once it started?

Well as written above its set on a timer of 2 minutes (uiSleep 120). You could always change this for a waituntil.

waitUntil{ !isNil "StopSmoke" };
StopSmoke = nil; //ready for if you start another one

Then somewhere when you want to stop the smoke...

StopSmoke = true;

Depends on if there is only ever one lot( script called ) of smoke active at a time.

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5 hours ago, WWThomahawkWW said:

@GEORGE FLOROS GR : So I didn’t find what I was looking for in your script - mod, but I did find some other nice things that might be useful 🙂

 

Thank you very much WWThomahawkWW !

 

To be honest i overlooked the question a little bit and i thought that you would probably want to find more type of smoke and "destruction" !

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@Larrow Thank you a lot, that will be useful !

 

18 hours ago, GEORGE FLOROS GR said:

 

Thank you very much WWThomahawkWW !

 

To be honest i overlooked the question a little bit and i thought that you would probably want to find more type of smoke and "destruction" !

 

No problem, my question wasn't really clear either 🙂

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On 9/10/2019 at 12:39 AM, WWThomahawkWW said:

 

@Joe98 : This smoke is pretty like the Conventional smokes that we can throw, that's great but i was looking for a bigger smoke. Thank you anyway!

 

Thank you very much for your time and for your answers guys, i really appreciate !

 

Yes that was just an example. Instead of hand grenade smoke find the class name of mortar smoke or artillery smoke and use that.

 

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On 9/8/2019 at 7:45 PM, Larrow said:

h = [] spawn {
	_emitters = [];
	
	for "_i" from 0 to 360 step 45 do {
		_pos = player getPos[ 20, getDir player + _i ];
		
		_source1 = "#particlesource" createVehicleLocal _pos;
		_source1 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 10, [0, 0, 0],
					[0, 0, 0.5], 0, 1.277, 1, 0.025, [0.5, 8, 12, 15], [[1, 1, 1, 0.7],[1, 1, 1, 0.5], [1, 1, 1, 0.25], [1, 1, 1, 0]],
					[0.2], 1, 0.04, "", "", _this];
		_source1 setParticleRandom [2, [0.3, 0.3, 0.3], [1.5, 1.5, 1], 20, 0.2, [0, 0, 0, 0.1], 0, 0, 360];
		_source1 setDropInterval 0.2;
		
		_source2 = "#particlesource" createVehicleLocal _pos;
		_source2 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 7, 0], "", "Billboard", 1, 5, [0, 0, 0],
					[0, 0, 0.5], 0, 1.277, 1, 0.025, [0.5, 8, 12, 15], [[1, 1, 1, 1],[1, 1, 1, 1], [1, 1, 1, 0.5], [1, 1, 1, 0]],
					[0.2], 1, 0.04, "", "", _this];
		_source2 setParticleRandom [2, [0.3, 0.3, 0.3], [1.5, 1.5, 1], 20, 0.2, [0, 0, 0, 0.1], 0, 0, 360];
		_source2 setDropInterval 0.15;
		
		_emitters append[ _source1, _source2 ];
	};
	
	uiSleep 120;
	
	{
		deleteVehicle _x;
	}forEach _emitters;
};

 

I am trying to turn this into a script that I could just execute in vehicle init in Zeus Enhanced, but I am having "error invalid number in expression" error

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