scottb613 284 Posted August 14 Hi Folks, Based on a script from "Necropaulo": Scripted helicrash and MP VIDEO DEMONSTRATION: Converted to SP and added some fire particle effects - some minor code massage. The original script had the player onboard - this one does not. Simply name your helicopter with a global variable "slick1" or change the script variable to whatever name you choose - fly it through a trigger - it will crash. // FILE NAME: SCOheliCrash.sqf // AUTHOR: scottb613 // OVERVIEW: Creates a scripted helicopter crash - that doesn't explode until on the ground. // REQUIRES: Scripts\SCOheliCrash.sqf // REQUIRES: Helicopter - Variable Name - match what is set at beginning of this script. // NOTE: Only tested in single player. // Given: Helicopter will be disabled once triggered - but will continue with crash landing. // Given: Smoke and Fire Particle Effects added to damaged aircraft. // Given: Helicopter will explode after crash landing - making it plausible a survivor may have gotten out. // Given: Helicopter smoke particle effect will dissapate after 60 seconds - post crash landing. // SUGGESTED: Radio Trigger to call script: [] execVM "Scripts\SCOheliCrash.sqf"; Full Script: Spoiler /////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // FILE NAME: SCOheliCrash.sqf // AUTHOR: scottb613 // OVERVIEW: Creates a scripted helicopter crash - that doesn't explode until on the ground. // REQUIRES: Scripts\SCOheliCrash.sqf // REQUIRES: Helicopter - Variable Name - match what is set at beginning of this script. // NOTE: Only tested in single player. // Given: Helicopter will be disabled once triggered - but will continue with crash landing. // Given: Smoke and Fire Particle Effects added to damaged aircraft. // Given: Helicopter will explode after crash landing - making it plausible a survivor may have gotten out. // Given: Helicopter smoke particle effect will dissapate after 60 seconds - post crash landing. // SUGGESTED: Radio Trigger to call script: [] execVM "Scripts\SCOheliCrash.sqf"; /////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Set to variable name assigned to helicopter private _heli = slick1; /////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Sound Explosion playSound3D ["a3\sounds_f\weapons\explosion\explosion_satchel1.wss", player, true, (_heli getPos [15, getDir _heli]) vectorAdd [0, 0, 5], 5, 1, 0]; // Helicopter Setup _heli setDamage .98; _heli setHitPointDamage ["HitHRotor",1]; _heli setHitPointDamage ["HitVRotor",.95]; _heli setHitPointDamage ["HitEngine",.99]; _heli allowDamage false; // Particle Effect Fire private _ps1 = "#particlesource" createVehicleLocal (position _heli); _ps1 attachto [_heli, [0,0,0]]; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 12, 0, 8], "", "Billboard", 1, 3, [0, 0, 0], [0, 0, 2], 0, 1, 1, 0.5, [1, 3], [[1,0.5,0,1], [1,0.2,0,0.5], [0.5,0.1,0,0]], [0.5, 1], 1, 1, "", "", _ps1]; _ps1 setParticleRandom [0.4, [1, 1, 1], [0.5, 0.5, 0.5], 0.4, 0.4, [0, 0, 0, 0], 0, 0]; _ps1 setDropInterval 0.03; // Particle Effect Smoke private _ps2 = "test_EmptyObjectForSmoke" createVehicle (position _heli); _ps2 attachto [_heli, [0,0,0]]; // End Fire sleep 3; deleteVehicle _ps1; // Destroy Helicopter waituntil {isTouchingGround _heli}; sleep 1; _heli allowDamage true; sleep 1; _heli setDamage 1; // End Smoke sleep 60; deleteVehicle _ps2; Regards, Scott 3 Share this post Link to post Share on other sites
scottb613 284 Posted October 28 Hi Folks, Just added my video demonstration for the script to the init post. Regards, Scott Share this post Link to post Share on other sites
JCataclisma 79 Posted October 28 Nice, really nice!!! 1 Share this post Link to post Share on other sites
scottb613 284 Posted October 28 7 hours ago, JCataclisma said: Nice, really nice!!! Hi... Gracias Amigo - - - just stuff I like to see myself. I haven't noticed many using the cinematic cameras for mission intro's - I'd like to see more of that as they can really add to immersion. ☺️ Regards, Scott Share this post Link to post Share on other sites