Shyjon 2 Posted February 27, 2021 This is how you can make vehicles smoke longer or forever. This waits until a vehicle is destroyed, and then places a smoke object at the position of the destroyed vehicle. Use Spawn (https://community.bistudio.com/wiki/spawn) to run this if you need it on multiple vehicles. This is an excellent substitute for the Smoke module in the ARMA 3 editor, which does not move. FOR INFINITE SMOKE: while {alive Car2} do { sleep 60; if (!alive Car2) then { _smoker = "test_EmptyObjectForSmoke" createVehicle position Car2; _smoker attachTo [Car2, [0, 1.5, 0]]; }; }; FOR FINITE SMOKE ENDING RANDOMLY: while {alive Car2} do { sleep 60; if (!alive Car2) then { _smoker = "test_EmptyObjectForSmoke" createVehicle position Car2; _smoker attachTo [Car2, [0, 1.5, 0]]; sleep (600 + (random 1200)); deleteVehicle _smoker; }; }; 2 Share this post Link to post Share on other sites
beno_83au 1369 Posted February 27, 2021 The post could probably do with some substance. 2 Share this post Link to post Share on other sites
pierremgi 4934 Posted February 27, 2021 appreciate the effort. So, let's say this code could be improved by EH "killed" usage or equivalent in MEH, MPEH... 1 Share this post Link to post Share on other sites
Melody_Mike 131 Posted March 2, 2021 This looks great for a large scale background battle. But to make it seem less artificial I was wondering- Where can I find the standard fire and smoke particle settings for an exploded vehicle? Share this post Link to post Share on other sites
Shyjon 2 Posted March 6, 2021 explosionEffect? FuelExplosion? I started poking around in those directions but it looked like it was going beyond my novice level of proficiency in a hurry. Share this post Link to post Share on other sites
beno_83au 1369 Posted March 6, 2021 @Melody_Mike I've used this in the past to create some pretty nice battlefield effects on wrecks (it was used as part of a larger system for randomly spawning wrecks/effects over an area): private _smoke = "#particlesource" createVehicleLocal (getPos _vehicle); _smoke setParticleClass (_effectSize select 0); _smoke setPosASL _attachPos; [_smoke,_vehicle] call BIS_fnc_attachToRelative; _smoke setParticleFire [0.1,1.5,0.05]; private _fire = "#particlesource" createVehicleLocal (getPos _vehicle); _fire setParticleClass (_effectSize select 1); _fire setPosASL _attachPos; [_fire,_vehicle] call BIS_fnc_attachToRelative; private _light = "#lightpoint" createVehicleLocal (getPos _vehicle); _light setLightBrightness 1.0; _light setLightAmbient (_effectSize select 2); _light setLightColor (_effectSize select 2); _light setPosASL _attachPos; [_light,_vehicle] call BIS_fnc_attachToRelative; Where _vehicle was the wreck having the effect added, and _attachPos was the position I wanted the effect to be emitting from which obviously differs between vehicles. As for _effectSize, I was randomly selecting between these values: ["MediumDestructionSmoke","MediumDestructionFire",[0.2,0.09,0.014]] - OR - ["BigDestructionSmoke","BigDestructionFire",[0.4,0.18,0.028]] Hopefully this helps you out in some way, because I can't for the life of me remember where/how I got these, but at a guess it was somewhere deep within a config file. Anyway, here is the results for the above: https://steamcommunity.com/sharedfiles/filedetails/?id=2416052925https://steamcommunity.com/sharedfiles/filedetails/?id=2416052945 3 Share this post Link to post Share on other sites
Melody_Mike 131 Posted March 6, 2021 Yes, thank you. The last part especially is what I was looking for. I am aiming to "guide" the players towards the objective (a battlefield) with burning wreckages in the distance. But I don't know what values to put in the smoke effect modules. So my smoke plumes look more like someone drew graffiti in the sky with a fat marker. This should improve immersion. Share this post Link to post Share on other sites
bendy303 4 Posted October 14, 2021 Would it be difficult to make this into a mod ? for all vehicles and planes.... It looks like a great solution for low-powered PCs (Blastcore is too heavy) I don't have time ot figure out how to make this into a mod....any tips? Share this post Link to post Share on other sites