REVkHA 0 Posted December 13, 2006 I need some clarifications, i only found this script for burning stuff. Quote[/b] ]; *****************************************************; ** Operation Flashpoint Script File ; ***************************************************** ;------------------------------------------------------------------------------------- ;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 ;                                                                                                                                                        ,[[1,1,1,1],[1,1,1,0]]  ;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,.25],[1,1,1,0]],[0,1*_power,0,0.33*_power,0.66*_p ower],0.2,(_zVel/10)*_power,"","",_obj] 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] drop ["cl_basic","","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] ;drop ["cl_basic","","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-.2)*_power,27*(_size-.2)*_power,0.05,[5*(_size-.2)*_power, 7*(_size-.2)*_power,14*(_size-.2)*_power,22*(_size-.2)*_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*_p ower],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 Ok i have been able to use the crate script, im doing a tdm map atm. I have very little experience but good ideas. There is 2 scripts im having problems with, Vehicule respawn and this burning one. I would like houses to be burning to illuminate the night a bit and also because there was major combat where the battle occurs. I would like boat transports to respawn after they have been used, is it even possible to have 2 boats respawning after driving from point A to B, then goes back and respawn at base? Or is it only when its destroyed? Im really wondering what im doing wrong since i cannot even make them spawn after they are destroyed but that is not really what i want, i would like them to respawn after being unmanned for a certain ammount of time. Perhaps i should make AI use my boat and make them move from a to b with timers ? Now the Fire script I wanted to assign a church and a few buildings to burn, I assume you need to place new buildings as the one on the map arent objects but already in terrain. I had problem with the command : Quote[/b] ][Center, Intensity, Burn Time, <Object>, <Damage Time>, <Object Array>] exec "fireEffect.sqs" 0,1,0 seems fine but then im having problems with object/damage and object array. The burning script gives me an error, the vehicule one just doesnt seem to work. I tried it on boats only. Those 2 things are kind of the next two steps i would like to master since im learning all the things. I can already : Use that awesome crate script Respawn infantry Make basic missions ai pathing Make basic Coop/TDM missions Can path Air Ai and group move/disembark just fine Like i said i would like to be able to : Make ai paradrop, make buildings and other stuff burn , respawn vehicules, supply drop , Airstrike ( i can already make ai do it but i would like to use radio strike), support radio (ammo, fuel, repair) etc. Am i going too fast ? Im really new at this but some people seem to enjoy my missions and I personnally have never had a blast editing since the blood/duke3d days using build engine. I know theres a lot of mods and scripts coming , theres the BIwiki and this forum, thanks for that. I wish i had a few mission makers in my msn. If you can add me and help me add me to your msn please my msn is archymtln@msn.com. I hope i can resolve those 2 problems i have with vehicule/burning script, thanks to everyone and happy editing! Share this post Link to post Share on other sites
mattxr 9 Posted December 13, 2006 If you send me your mission i will make the vehicle spawn work. Although im not too sure about the fire script because i don't no ArmAs drop particle names e.g. cl_water, cl_fire im not sure if they have been chnaged cos i cant get my snow script to work. Share this post Link to post Share on other sites
breeze 0 Posted December 15, 2006 I have been combing these forums searching for the Veichle respawn script is there any chance you could post it here please? Also the above burning script can that just be copied and then in the buildings you want the effect to work on place the "exec burning.sqs" in the init fields? Share this post Link to post Share on other sites
johnnyboy 3797 Posted December 15, 2006 I too have tried the fireEffect script in arma, but get errors because the engine does not recognise the "cl_fire" or "cl_basic" as valid shapename parameters to drop command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">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] The error is: Cannot open object data3d\cl_fire.p3d Here's the wiki page that explains the particle array prameters: http://community.bistudio.com/wiki/ParticleArray How can we find out what the new shapename parameters are for ARMA's version of the DROP command? Share this post Link to post Share on other sites