marki980908 23 Posted May 5, 2021 Spoiler I am looking for a script that could do something like this, but yellow. And maybe a little bit higher. Situation: I am making a mission and a certain area of the map, needs to be "contaminated". Share this post Link to post Share on other sites
Joe98 91 Posted May 5, 2021 Experiment, Experiment, Experiment. Every type of bullet in the game has a class name. Every hand grenade, every mortar round, every bomb, every tank round, all aircraft ordinanc, every rocket has a class name. See class names at the link: https://community.bistudio.com/wiki/Arma_3:_Assets How to make a trip flare (in the dark) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Create a trigger and: 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 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Create a trigger and: 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”. Can also be used for mortar shells, aircraft bombs, satchel charge, or even individual bullets. Try sheperding your men through a mortar attack. =========================================================================================== It is not just smoke grenades that produce smoke. There is also mortar smoke shells and artillery smoke shells. They produce more smoke! Just find the class names. Now that you have your green smoke, set the wind to NIL so it does not blow away. You will need more than one smoke shell, so place a few of them around. The smoke will dissipate so you need to fire the smoke shells over and over again. To achieve this, place a man over on the side of the map on a level road. He will run through a trigger turn around and run back again. Every time he runs through the trigger he fires the trigger and you get a new smoke shell. If you need 10 smoke shells then set up 10 men with 10 triggers. Experiment Experiment Experiment Share this post Link to post Share on other sites
marki980908 23 Posted May 6, 2021 10 hours ago, Joe98 said: Experiment, Experiment, Experiment. Every type of bullet in the game has a class name. Every hand grenade, every mortar round, every bomb, every tank round, all aircraft ordinanc, every rocket has a class name. See class names at the link: https://community.bistudio.com/wiki/Arma_3:_Assets How to make a trip flare (in the dark) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Create a trigger and: 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 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Create a trigger and: 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”. Can also be used for mortar shells, aircraft bombs, satchel charge, or even individual bullets. Try sheperding your men through a mortar attack. =========================================================================================== It is not just smoke grenades that produce smoke. There is also mortar smoke shells and artillery smoke shells. They produce more smoke! Just find the class names. Now that you have your green smoke, set the wind to NIL so it does not blow away. You will need more than one smoke shell, so place a few of them around. The smoke will dissipate so you need to fire the smoke shells over and over again. To achieve this, place a man over on the side of the map on a level road. He will run through a trigger turn around and run back again. Every time he runs through the trigger he fires the trigger and you get a new smoke shell. If you need 10 smoke shells then set up 10 men with 10 triggers. Experiment Experiment Experiment That sounds overly complicated, I have found some localised fog scripts by ALIAS, but I remember there being a simpler way. Thanks for help anyway Share this post Link to post Share on other sites
Ulfgaar 30 Posted July 27 Any particular update on this situation? I am also trying to make a localized "gas cloud" for players to see that there is "gas" there, which will be running together with a gas script which will suffocate players going inside it. I am just missing the "visual" part of this gas cloud and have been searching far and wide without much answers. Share this post Link to post Share on other sites
JCataclisma 80 Posted July 27 It's not exactly what you're looking, but maybe it could help you to adapt it to your needs. This one I use while aiming at a not so distant enemy, then it simulates a grenade throw, spawns a yellow smoke on the place and set units unconscious or d34d. Action_toxic = _unit addAction [ "<t color='#f0cc0f'>Intoxicate</t>", { _gasPos = getPos cursorObject; _agent = _this # 0; _delAction = _this # 2; if ((cursorObject iskindOf "CAManBase") && (cursorObject distance player < 31)) then { player playMoveNow "AwopPercMstpSgthWnonDnon_end"; sleep 0.5; _charge_9 = createVehicle ["SmokeShellYellow",[0,0,0]]; _charge_9 setPos _gasPos; _charge_9 setDamage [1,TRUE]; hint "Gas in 5 secs!"; sleep 3; hintSilent ""; sleep 3; private _nearbyEastTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierEB'}; private _nearbyGuerTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierGB'}; private _nearbyBlueTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierWB'}; sleep 4; { _x setDamage 1; } forEach _nearbyEastTroops; { _x setDamage 1; } forEach _nearbyGuerTroops; { _x setUnconscious true; } forEach _nearbyBlueTroops; sleep 2; _agent setUnitTrait ["CamouflageCoef",0.01]; _agent setUnitTrait ["AudibleCoef",0.01]; } else { hint "Too far!"; sleep 2.5; hintSilent "";}; }, nil, 3, false, true, "", "", 10, false ]; Share this post Link to post Share on other sites