MilitiaSniper 0 Posted July 14, 2005 Where can I find that burn script that came out last year some time? I searched OFP.INFO and Here! Maybe I'm wording it wrong? Sincerely, MilitiaSniper Share this post Link to post Share on other sites
gandalf the white 0 Posted July 14, 2005 www.ofpec.com oh, and there's cat EDIT: url... Share this post Link to post Share on other sites
MilitiaSniper 0 Posted July 14, 2005 That Hurricane Dennis must have shook more than just my house! I can't find it Gandalf! I typed in, "Burn Script" Sincerely, MilitiaSniper Share this post Link to post Share on other sites
MilitiaSniper 0 Posted July 14, 2005 It was some kind of vehicle burn script! Sincerely, MilitiaSniper Share this post Link to post Share on other sites
General Barron 0 Posted July 15, 2005 Not sure exactly what script you are referring to, but try searching for "fire". Share this post Link to post Share on other sites
MilitiaSniper 0 Posted July 15, 2005 This Burn Script had secondary explosions! Sincerely, MilitiaSniper Share this post Link to post Share on other sites
oyman 0 Posted July 15, 2005 i remember having these scripts before too, i want to say its from BAS or something maybe this http://ofpec.com/editors/resource_view.php?id=721 Share this post Link to post Share on other sites
MilitiaSniper 0 Posted July 15, 2005 I believe the script was called, "burnscript.sqs" Or something very close along those lines! Sincerely, MilitiaSniper Share this post Link to post Share on other sites
oyman 0 Posted July 15, 2005 hmm i think found it? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; BAS - Generic fire/damage script - by TJ march 2003 ;execute with name of object to burn ; eg, [<objectname>] exec "fire.sqs" ;burn time (in seconds) _lifeTime = 180 ;unit to set fire to _object = _this select 0 _soundloop = 0 _delay = 0.25 _lifeTicks = _lifeTime / _delay _lifeTick = _lifeTicks _ouch = 0 _firelight = "fire" createvehicle [(getpos _object select 0), (getpos _object select 1), -5] _firelight inflame true _bang = "mortarshell" createvehicle getpos _object _sensor = "EmptyDetector" createVehicle getpos _object #sound _soundloop = 0 #Begin ;random explos _x = random 50 ?_x <=1 && _lifeTick > 120:_bang = "mortarshell" createvehicle getpos _object ?_x>=49 && _lifeTick > 60:_bang = "bullet30" createvehicle getpos _object ;burn player ? player distance _sensor <5: player setdammage ((getdammage player) +0.04),goto "scream" #fire _firelight setpos [(getpos _object select 0), (getpos _object select 1), .7] drop ["cl_fire", "", "Billboard", 1, 1, [0,0,1], [random 0.3, random 0.3, 3], 1, 0.004, 0.004, 0.1, [1,(1 + random 8),0], [[1,0.5,0.5,0], [1,0.8,0.8,1], [1,0.8,0.8,0.6], [1,1,0.1,0]], [0,1], 0.5, 0.05, "", "",_object ] drop ["cl_fire", "", "Billboard", 1, 0.7, [0,0,1], [random 0.3, random 0.3, 3], 1, 0.004, 0.004, 0, [1,3,0], [[1,0.5,0.5,0], [1,0.8,0.8,1], [1,0.8,0.8,0.6], [1,1,0.1,0]], [0,1], 0.5, 0.05, "", "",_object ] ;sparks drop ["cl_fire", "", "Billboard", 1, 5, [0,0,1], [ random 1, random 1, random 1], 1, 0.005, 0.0042, 0, [0.15], [[1,1,1,1],[0,0,0,0]], [0,1], 0.5, 1, "", "",_object] ;smoke drop ["cl_basic", "", "Billboard", 1, 10,[0,0,1], [random 0.8,random 0.8,random 0.8], 1, 0.004, 0.004, 0.1, [random 3,15], [[random 0.1,random 0.1, random 0.1,0.7], [random 0.1,random 0.1,random 0.1,0.7], [random 0.1, random 0.1, random 0.1,random 0.7], [random 0.1, random 0.1, random 0.1,0]], [0,1,0,1], 3.5, 0.05, "", "", _object] ~_delay _lifeTick = _lifeTick - 1 _soundloop = _soundloop +1 ;enable this line and define in description.ext ; ? _soundloop ==4: _sensor say "fireA";goto "sound" ?_lifeTick > 0 : goto "Begin" deletevehicle _sensor deletevehicle _firelight exit #scream ? _ouch == 1:goto "fire" _ouch = _ouch +1 player say "eng31" player groupchat "Damn this fire is HOT! I need a Medic for these burns!" goto "Begin" Share this post Link to post Share on other sites
MilitiaSniper 0 Posted July 15, 2005 Do I just copy and paste this? Sincerely, MilitiaSniper Share this post Link to post Share on other sites
oyman 0 Posted July 16, 2005 Do I just copy and paste this?Sincerely, MilitiaSniper ya, and make the file a .sqs , i think you need to use that !not alive in a trigger to activate it Share this post Link to post Share on other sites
mattxr 9 Posted July 19, 2005 oyman that scrip works Share this post Link to post Share on other sites
MilitiaSniper 0 Posted July 19, 2005 HERE IT IS!!!!! The script I've been searching for! I got it from an old mission I made! Sincerely, MilitiaSniper ------------------------------------------------------------ # Smoking vehicles, © 2004 Victor, vfsacc@yahoo.com, Version 1.1 # You might need to adjust _fx, _fy and especially _fz in the "kaputt" loop depending on the vehicletype # in order to find a suitable position for the fire to be visible _thatsme = _this #vehicleloop _busted = getdammage _thatsme ?(_busted < 0.2): goto "loopagain" ?(_busted >= 1): goto "kaputt" _vicxpos = (getpos _thatsme) select 0 _vicypos = (getpos _thatsme) select 1 _viczpos = (getpos _thatsme) select 2 _fx = (_vicxpos - 0.5) + (random 1) _fy = (_vicypos - 0.5) + (random 1) _fz = _viczpos + 1.5 _sizestart = (1 + random 1) _sizeend = (10 + random 30) drop ["cl_fire" , "" , "Billboard" , 120 , 12 , [_fx,_fy,_fz] , [0,0,0] , 0 , 37 , 30 , 0 , [_sizestart,_sizeend] ,[[0,0,0,(_busted / 3)],[0,0,0,_busted / 2],[0,0,0,_busted / 2],[0,0,0,(_busted / 3)]] , [0] , 2 , 0.3 , "" , "" , ""] #loopagain ~0.2 goto "vehicleloop" #kaputt _counter = 1500 _smokecounter = 0 #kaputtloop _vicxpos = (getpos _thatsme) select 0 _vicypos = (getpos _thatsme) select 1 _viczpos = (getpos _thatsme) select 2 _fx = (_vicxpos - 0.5) + (random 1) _fy = (_vicypos - 0.5) + (random 1) _fz = _viczpos + 1.5 _ttl = 20 _sizestart = random 1 _sizeend = (10 + random 30) _weight = 37 drop ["cl_fire" , "" , "Billboard" , 120 , _ttl , [_fx,_fy,_fz] , [0,0,0] , 0 , _weight , 30 , 0 , [_sizestart,_sizeend] ,[[0,0,0,0.3],[0,0,0,0.75],[0,0,0,0.5],[0,0,0,0.1]] , [0] , 1.5 , 0.3 , "" , "" , ""] #small sparks _sizestart = 0.05 _sizeend = 0.1 _weight = 37 _fx = (_vicxpos - 0.5 + random 1) _fy = (_vicypos - 0.5 + random 1) _fz = _viczpos + 1.5 _ttl = random 5 drop ["cl_fire" , "" , "Billboard" , 120 , _ttl , [_fx,_fy,_fz] , [0,0,0] , 0 , _weight , 30 , 0 , [_sizestart,_sizeend] ,[[1,1,1,1],[1,1,1,1],[1,1,1,0.8],[1,1,1,0.6]] , [0] , 0.2 , 0.4 , "" , "" , ""] _ttl = random 5 drop ["cl_fire" , "" , "Billboard" , 120 , _ttl , [_fx,_fy,_fz] , [0,0,0] , 0 , _weight , 30 , 0 , [_sizestart,_sizeend] ,[[1,1,1,1],[1,1,1,1],[1,1,1,0.8],[1,1,1,0.6]] , [0] , 0.2 , 0.4 , "" , "" , ""] #fireeffect _weight = 36 _firecounter = 10 #fireloop _sizestart = random 1 _sizeend = random 2 _ttl = 1 + random 1 _fx = (_vicxpos - 0.5 + random 1) _fy = (_vicypos - 0.5 + random 1) _fz = _viczpos + 1.5 drop ["cl_fire" , "" , "Billboard" , 120 , _ttl , [_fx,_fy,_fz] , [0,0,0] , 0 , _weight , 30 , 0 , [_sizestart,_sizeend] ,[[1,1,1,1],[1,1,1,0.7],[1,1,1,0.5],[1,1,1,0.2]] , [0] , 0.3 , 0.2 , "" , "" , ""] _firecounter = _firecounter - 1 ?(_firecounter > 0): goto "fireloop" ~((random _smokecounter) + 0.1) _smokecounter = _smokecounter + 0.001 _counter = _counter - 1 ? (_counter > 0): goto "kaputtloop" exit Share this post Link to post Share on other sites
Eddie Haskel 0 Posted September 7, 2005 put it in one of my mission, works perfect! Much better than what I had before! Eddie Share this post Link to post Share on other sites
Trapper 0 Posted September 7, 2005 You should keep in mind, that nowadays people often play missions with replacement mods, that may add fire and explosions to all destroyed vehicles. So it's not always a good idea to script it into a mission. Share this post Link to post Share on other sites
pazuzu 21 Posted September 12, 2005 Hmm, I tried the script you found but I keep getting an error... How do I call the script? Share this post Link to post Share on other sites
mattxr 9 Posted September 12, 2005 Quote[/b] ];-------------------------------------------------------------------------------------;fireEffect.sqs ;By General Barron ;aw_barron@hotmail.com ;8/14/04 ;Creates a patch of fire at the specified location. It is called like this: ; [Center, Intensity, Burn Time, <Object>, <Damage Time>, <Object Array>] exec "fireEffect.sqs" ;Center - [x,y,z] Location where you want the fire to be centered. ; If the optional <object> parameter is being used, then this will ; be the location relative to the object (as with the drop command) ;Intensity - Number above 0 representing how big the fire will be. Best between 0-1. ; A 1 makes a fire 10m in diameter; big enough to be a house fire. A 0.1 makes a fire ; 0.1m in diameter, a 2 makes a 20m fire, and so on. ;Burn Time - Approximate time the fire will burn for, in seconds. Fire will gradually become ; less intense as it burns out. A time of 0 will make the fire burn forever. You can stop ; the fire at any time by deleting the passed <object>. ;<Object> - Optional. This will be the object that the fire is centered on. As this object ; moves, the fire will move. While moving, the fire will be less intense the faster the ; object is moving. ;<Damage Time> - Optional. Approximate time it will take for the fire to destroy/kill the ; object it is attatched to (if it starts out with maximum health), in seconds. If ; this time is longer than Burn Time, then object will stop taking damage after the fire ; burns out. Suggested value is about half of Burn Time. ;<Object Array> - Optional. An array of objects that will also be damaged, if they are close enough ; to the object the fire is centered on. Damage depends on <Damage Time>, above. ;------------------------------------------------------------------------------------- _center = _this select 0 _size = _this select 1 ? _size == 0 : _size = 0.01 _dur = _this select 2 ; convert into number to be subtracted from _power ? _dur != 0 : _dur = 1/(_dur*7) ; object to center fire on. If nothing, create logic for sound to come from private["_obj"] if(count _this >= 4) then {_obj = _this select 3} else {_obj = "logic" createvehicle [0,0,0]; _obj setpos _center; _center = [0,0,0]} ; Cause damage to object? If so, determine how much to cause _dmg = 0 if(count _this >= 5) then {_dmg = 1/((_this select 4)*7)} ; Use array of units to damage? _list = [] if(count _this >= 6) then {_list = _this select 5} ;Z velocity of particles. When _size is large, this is large to spread particles apart more. _zVel = 3*_size + _size^1.5 ;Decreased over time as script runs. As _power decreases, so does intensity of fire _power = 1 ;used to count loops _i = 0 #loop ? _i >= 30 : _obj say "fire"; _i = 0 _dist = random (5*_size*_power) _dir = random 360 drop ["cl_fire","","Billboard",100,6*_power/((0.1*(abs speed _obj))+1),[(_center select 0) + _dist * cos _dir,(_center select 1) + _dist * sin _dir, _center select 2],[0,0.3*(speed _obj),_zVel*_power],0,34*_size*_power,27*_size*_power,0.05,[5*_size*_power,7*_size*_power, 14*_size*_power,22*_size*_power],[[1,1,1,0.1+0.8*_power],[0.07,0,0,0.1+0.7*_power],[0,0,0, 0.1+0.5*_power],[0,0,0,0]],[0,1*_power,0,0.33*_power,0.66*_power],0.2,(_zVel/10)*_power,"","",_obj] ~0.1 _power = _power - _dur _i = _i + 1 ? _dmg > 0 : _obj setdammage (getdammage _obj + _dmg); {if((_x distance _obj) <= (7*_size*_power)) then {_x setdammage (getdammage _x + _dmg)}} foreach _list ? _power > 0.2 AND _obj == _obj : goto "loop" #end ? typeof _obj == "logic" : deletevehicle _obj exit This script is amazing.. fires for houses/trees/vehicals/bodies everything Share this post Link to post Share on other sites
pazuzu 21 Posted September 13, 2005 Could you please give me an example of what you use in this line?: [Center, Intensity, Burn Time, <Object>, <Damage Time>, <Object Array>] exec "fireEffect.sqs" Thanks. Share this post Link to post Share on other sites
mattxr 9 Posted September 14, 2005 It tells you.. Quote[/b] ]Center - [x,y,z] Location where you want the fire to be centered.; If the optional <object> parameter is being used, then this will ; be the location relative to the object (as with the drop command) ;Intensity - Number above 0 representing how big the fire will be. Best between 0-1. ; A 1 makes a fire 10m in diameter; big enough to be a house fire. A 0.1 makes a fire ; 0.1m in diameter, a 2 makes a 20m fire, and so on. ;Burn Time - Approximate time the fire will burn for, in seconds. Fire will gradually become ; less intense as it burns out. A time of 0 will make the fire burn forever. You can stop ; the fire at any time by deleting the passed <object>. ;<Object> - Optional. This will be the object that the fire is centered on. As this object ; moves, the fire will move. While moving, the fire will be less intense the faster the ; object is moving. ;<Damage Time> - Optional. Approximate time it will take for the fire to destroy/kill the ; object it is attatched to (if it starts out with maximum health), in seconds. If ; this time is longer than Burn Time, then object will stop taking damage after the fire ; burns out. Suggested value is about half of Burn Time. ;<Object Array> - Optional. An array of objects that will also be damaged, if they are close enough ; to the object the fire is centered on. Damage depends on <Damage Time>, above. Jeep Fire Quote[/b] ][[0,1.25,-0.5],0.1,600,this] exec "fireEffect.sqs" For a solider on fire add this to the soliders init Quote[/b] ]this setdammage 1; [getpos this, 0.1, 0] exec "fireEffect.sqs" For a house fire game logic Quote[/b] ][[0,0,5],1,360, this] exec "fireEffect.sqs" Share this post Link to post Share on other sites
pazuzu 21 Posted September 14, 2005 Ok, thanks. I finally found the demo so I'm all set... Thanks for replying. Share this post Link to post Share on other sites