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ColonelSandersLite

Burning Buildings

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Release Notes:

Acknowledgement:

This script is based (very loosely now) on the BIS burning vehicle scripts. It's been modified pretty heavilly, but the BIS script was instrumental in providing the basis of the design.

Compatibility:

Tested Armed Assualt v1.05 compatible. Older Versions not tested.

MP compatibility:

Untested and unlikely. I do not have 2 machines capable of running ARMA. If you would like to adapt this suite of scripts to MP, go for it. If you do, be sure and let me know so I can link to it. Hell, you can even just tack them onto this thread if you so desire.

What it does:

You can set this to burn any building at specific coordinates (with a little play room).

It also supports making any building that has sustained at least 66% damage burn.

A building will burn for the amount of time you specify (with a randomised deviation), then collapse. It will then continue to burn and smolder for the time you specify (again with a randomised deviation).

If a person gets too close to the fire, it hurts them (pretty much the same way BIS did it).

The fires will light up the area at night.

Usage:

All scripts should be put in a subfolder, in your mission directory, called "CSL_BurningBuildings".

Be sure and get the names right when copying them out of here or they will break.

There is also a demo mission, which I strongly advise you run before using the scripts proper. I'd reccomend you create a new blank sara mission, then overwrite the contents of the mission.sqm with the contents from this one via copy+paste.

For specific examples of what to call and when, see the attached demo mission.

Download Locations:

Download from armaholic.com

Download from putfile.com (will expire).

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Demo mission runs fine, effects are EXACTLY what I wanted! smile_o.gif

Now I have to work on changing it from Radio commands to a trigger, where when a player gets just before view distance, it turns on buildings that will become visible, and turn them off again if no players within view distance. Not sure if this will slow the game down, or speed it up.... lol

Will play around, see what I can figure out smile_o.gif

notworthy.gif

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Thank you for this script.Like it. I tried to make burning fire myself when put several barrels inside of unopen building and fired them.Looked realistic,but the productivity dropped.So,thank you!

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First, I'd like to thank El nino Foxhound and Armaholic for providing this script with a home. May you never feel the need to go to Armaholics Anonymous... biggrin_o.gif

@Eddie Haskel:

I wrote something you may want to take a look at a while back.

My island populator scripts

They deal heavilly with the subject of drawing stuff that's in the player's area, and storing stuff that isn't, to save resources.

You'll likely find something usefull there.

You're going to have to be carefull with having too many fires drawing at any one time. Naturally, too much smoke, fire, and dust particle effects can be a bad thing for playability. you can probably find settings with the smoke etc to make it a little more efficient. Maybe few bigger particles for the smoke effect, or more smaller ones? With some playing around, you can probably find what you need to mess with without too much trouble.

@Dark_vityaz

No problem man, glad you enjoyed it.

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Hey cool, is this based on the FG.sqs of the CA.PBO? I was recently busy modifying that script myself; but this parameter frenzy of the drop command is just producing weird results at times.

I will try this later today; appreciate your efforts!

Victor

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Nice script dude. Very useful. Looked at your code and it nice and clean.

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Quote[/b] ]

MP compatibility:

Untested and unlikely. I do not have 2 machines capable of running ARMA. If you would like to adapt this suite of scripts to MP, go for it. If you do, be sure and let me know so I can link to it. Hell, you can even just tack them onto this thread if you so desire.

Couldnt you run one machine as a dedicated server and the other to run the game?

Just an idea smile_o.gif

Cheers

GC

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Not really.

I have a work only machine (you don't need high end specs to run word, despite popular belief) that can kinda/barely/almost/not really run arma dedi server. It's not really a practical testbed though. I have a coulpe other older machines that won't handle it, which are bieng used for other things, again, not viable.

It also isn't too good of a solution to do it like that, as the result should really be tested with 2 clients and a dedi server at the same time to be sure that both are seeing the same results (ie, no synching issues and the like).

By all means though, if you feel capable of porting it to mp compatible, go for it.

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