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Captain_Yarr

smoke confusion

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i'm trying to create smoke effects, with the commands listed here

but cant figure out what lines to put in which boxes, and as triggers, or game logics?

any ideas?

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make a .SQF file, for example call it smoke.sqf and put this in it

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

_ps1 = "#particlesource" createVehicleLocal getpos XXXX;

_PS1 setParticleCircle [0, [0, 0, 0]];

_PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];

_PS1 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _obj];

_PS1 setDropInterval 0.03;

_ps2 = "#particlesource" createVehicleLocal getpos XXXX;

_PS2 setParticleCircle [0, [0, 0, 0]];

_PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];

_PS2 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _obj];

_PS2 setDropInterval 0.5;

_ps3 = "#particlesource" createVehicleLocal getpos XXXX;

_PS3 setParticleCircle [0, [0, 0, 0]];

_PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];

_PS3 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _obj];

_PS3 setDropInterval 0.25;

where XXXX is the name of the object you want to attach the smoke to, like a wreck with the name wreck1. for example:

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

_ps1 = "#particlesource" createVehicleLocal getpos wreck1;

_PS1 setParticleCircle [0, [0, 0, 0]];

_PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];

_PS1 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _obj];

_PS1 setDropInterval 0.03;

_ps2 = "#particlesource" createVehicleLocal getpos wreck1;

_PS2 setParticleCircle [0, [0, 0, 0]];

_PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];

_PS2 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _obj];

_PS2 setDropInterval 0.5;

_ps3 = "#particlesource" createVehicleLocal getpos wreck1;

_PS3 setParticleCircle [0, [0, 0, 0]];

_PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];

_PS3 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _obj];

_PS3 setDropInterval 0.25;

now in the wrecks INIT field you put

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

call {this execVM "smoke.sqf"}

instead of the init you could make a trigger that sets off the smoke, and put call {this evecVM "smoke.sqf"} in the ON ACT field of the trigger.

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