WWThomahawkWW 3 Posted September 7, 2019 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. 🙂 Share this post Link to post Share on other sites
wogz187 1086 Posted September 7, 2019 Try this in ON ACTIVATION field of your trigger, smoke = "test_EmptyObjectForSmoke" createVehicle (getPos this); Have fun! 3 1 Share this post Link to post Share on other sites
WWThomahawkWW 3 Posted September 7, 2019 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. 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); 1 Share this post Link to post Share on other sites
wogz187 1086 Posted September 7, 2019 @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! 1 Share this post Link to post Share on other sites
WWThomahawkWW 3 Posted September 7, 2019 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); Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted September 7, 2019 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 ) 3 1 Share this post Link to post Share on other sites
Joe98 91 Posted September 7, 2019 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” 4 2 Share this post Link to post Share on other sites
Larrow 2820 Posted September 8, 2019 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; }; 4 2 Share this post Link to post Share on other sites
WWThomahawkWW 3 Posted September 9, 2019 @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 ! 1 Share this post Link to post Share on other sites
Larrow 2820 Posted September 9, 2019 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. 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted September 9, 2019 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" ! 1 Share this post Link to post Share on other sites
WWThomahawkWW 3 Posted September 10, 2019 @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 🙂 Share this post Link to post Share on other sites
Joe98 91 Posted September 10, 2019 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. Share this post Link to post Share on other sites
marki980908 23 Posted December 22, 2022 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 Share this post Link to post Share on other sites