johnnyboy 3314 Posted July 28, 2021 When the normal Prairie Fire napalm effects end, there is no visible damage to trees, bushes, grass and buildings. This is bad for immersion. This script improves on that by detecting where the napalm bombs impact, and replacing trees, bushes and buildings with burnt and burning trees/bushes/buildings. These scripts work for airstrikes called via the Air Support module or airstrikes created via scripts. Download sample mission Credits: @aliascartoons for his excellent Fire scripts. All fires on trees, bushes, buildings, vehicles and men are created using his scripts. Thank you Alias! (I have modified these slightly to use arma sounds so the sample mission does not require his sound files or description.ext) @pierremgi for pointing me to the Prairie Fire airstrike scripts. How to add to your mission: ...I will add in these instructions tomorrow! 🙂 21 3 Share this post Link to post Share on other sites
pierremgi 4135 Posted July 28, 2021 Much more immersive 2 1 Share this post Link to post Share on other sites
major-stiffy 245 Posted July 28, 2021 Awesome! Hope this is MP compatible. 3 Share this post Link to post Share on other sites
stburr91 941 Posted July 28, 2021 Johnny does it again. I really like the effects of this, it really does make the awesome napalm strikes in SOG PF even better. 1 Share this post Link to post Share on other sites
Valken 614 Posted July 28, 2021 https://www.youtube.com/watch?v=dNH-8zilTCs 1 Share this post Link to post Share on other sites
johnnyboy 3314 Posted July 28, 2021 3 hours ago, major-stiffy said: Awesome! Hope this is MP compatible. Thanks man. MP untested, so maybe... Share this post Link to post Share on other sites
Liberty Bull 22 Posted July 28, 2021 This is awesome! 1 Share this post Link to post Share on other sites
aliascartoons 182 Posted July 29, 2021 😀 Thank you for sharing mate! Keep it up! 🏋️♂️ 2 1 Share this post Link to post Share on other sites
Play3r 123 Posted July 31, 2021 Absolute a masterpiece once again JohnnyBoy Thanks alot 1 Share this post Link to post Share on other sites
lightspeed_aust 680 Posted August 2, 2021 love your work Johnnyboy, I feel like you might be the guy who can figure out how to get blufor to move in a tunnel..or is that a bridge too far. either way, I feel like a number of your scripts including that beautiful, men moving through rice paddys, will make their way into my missions. 2 Share this post Link to post Share on other sites
johnnyboy 3314 Posted August 4, 2021 On 8/2/2021 at 6:33 AM, lightspeed_aust said: love your work Johnnyboy, I feel like you might be the guy who can figure out how to get blufor to move in a tunnel..or is that a bridge too far. either way, I feel like a number of your scripts including that beautiful, men moving through rice paddys, will make their way into my missions. Thanks mate. Regarding the tunnels, you could record multiple AI paths for my AI movement scripts, but it would be a lot of work. Share this post Link to post Share on other sites
lightspeed_aust 680 Posted August 4, 2021 Thanks bud, yeh a lot of work particularly in those huge tunnel structures. Will have a think about a work around, perhaps teleporting the AI along the tunnel as you move along, maybe attach one to yourself so it simulates following, just to retain the immersion. Share this post Link to post Share on other sites
Soapbox0331 14 Posted September 24, 2021 (edited) @johnnyboy Great effect! I have the called in strike working just like your example mission. I am struggling to get the JBOY_monitorAirSupportClicks working. Using SOGPF Air Support menu and Sundowner strike, not getting the effects of your FX. I don't think I understand how to call it correctly from in the player's init? Edited September 26, 2021 by Soapbox0331 clarify Share this post Link to post Share on other sites
johnnyboy 3314 Posted September 27, 2021 On 9/23/2021 at 7:29 PM, Soapbox0331 said: @johnnyboy Great effect! I have the called in strike working just like your example mission. I am struggling to get the JBOY_monitorAirSupportClicks working. Using SOGPF Air Support menu and Sundowner strike, not getting the effects of your FX. I don't think I understand how to call it correctly from in the player's init? Sorry for the later reply, I've been traveling. I just tried the sample mission and had the same problem, where the fx didn't appear when calling from the air support menu. I tried a longer sleep before calling JBOY_monitorAirSupportClicks, and its now working for me. So its probably a client initialization issue. I also commented out the jet enablesimulation false line that starts the initial example napalm strike. So my init.sqf now looks like this: _nul = [] spawn compile PreprocessFileLineNumbers "JBOY\JBOY_NapalmFx.sqf"; sleep 3; // Will trigger napalm object destruction and burn effects for napalm strikes called via Air Support menu. [] spawn JBOY_monitorAirSupportClicks; // Start jet named jet1 to do napalm strike for demonstration sleep 5; //jet1 enablesimulation true; That's working for me. Hope it works for you! 1 Share this post Link to post Share on other sites