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edejl

Smoke and Flares

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OK so there are only 2 topics when i search for this but can you make a smoke shell on ground and/or a flare on the ground? (without addons

i know you will have to make it inflame or whatever but what is it called and how do you add it? i will know once someone tells me!

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Thanks, however that falls to the ground. I want it on the floor, by which time it puts itself out. Is there no way to stop it from falling, which will keep it lit?

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Sure someone must know how to get it to stay on the ground...or is there not a way?

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I worked on this for you...

It's complicated and i had to fine tune it alot!

But i worked for me.

Make a trigger named "Trig"

Suggestion:   Activation By "Radio Alpha"

On activation field:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[GetPos Trig, "Flare"] Exec "DoFlare.sqs"

FLARE.SQS

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_PosX = (_This Select 0) Select 0

_PosY = (_This Select 0) Select 1

_PosZ = 25.2

_Type = _This Select 1

_PosZ_Start = 150

_NewFlareDone = False

_T = Time

_Flare = _Type CamCreate [_PosX, _PosY, _PosZ_Start]

#Loop

?(GetPos _Flare Select 2 < _PosZ_Start - 20): _Flare SetPos [_PosX, _PosY, _PosZ]

?(Time - _T > 13): Goto "NewFlare"

#DidNewFlare

?(Time - _T > 15): _Flare = _Flare2

?(Time - _T > 15): _NewFlareDone = False

?(Time - _T > 15): _T = Time

~0.001

?(Alive Player): Goto "Loop"

Exit

#NewFlare

?(!_NewFlareDone): _Flare2 = _Type CamCreate [_PosX, _PosY, _PosZ_Start]

_NewFlareDone = True

Goto "DidNewFlare"

Hope it works for you too...

BTW...

It's finetuned!

I dont know WHY i had to use Z-Height at 25.2 but the flare stays STEADY at 0.5 above ground for me...

You can Use [GetPos Trig, "FlareRed"] Exec "DoFlare.Sqs" for red flare

FlareGreen for green and so on...

Enjoy!

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