snkman 351 Posted September 24, 2007 Hey guy's, since ArmA burning and smoking times of destroyed vehicles are very randomly. A UAZ is burning for 60 sec. + - A Truck is burnng for 80 sec. + - A Tank is burning for 130 sec. + - And a Chopper is burning for 150 sec. + - So is there a way to find out how long a vehicle is burning exactly? Like a variable, where the buning time of the vehicle is saved or something like that? Share this post Link to post Share on other sites
.kju 3245 Posted September 25, 2007 This should be defined in the config and there are new script commands available to read the config. Sorry i am not able to provide more specific infos, but that should give you a start. Share this post Link to post Share on other sites
johnnyboy 3799 Posted September 25, 2007 This doesn't answer your question, but may be related to your end goal. I wrote a simple script to keep objects burning longer. Â It simply createVehicle's an identical object, setdammages it to 1 (so it is burning), then replaces the current burning vehicle. Â It does this every 10 seconds, until a duration passed in as a parameter expires, then the burning stops. So if you use this script, you will know how long the vehicle will burn, because you set the duration parameter. Link to script at ofpec: http://www.ofpec.com/ed_depo....&cat=fx Share this post Link to post Share on other sites
snkman 351 Posted September 25, 2007 Thanks for the replay guy's. Well if there's a way like Q sad with directly reding it from the config, then this would be cool, becouse less script's = less cup usage. I will see, what i can do with your script JohnnyBoy it's a beginning and much better then the way i had so far. Share this post Link to post Share on other sites
Junker 0 Posted September 26, 2007 Instead of spawn dead vehicles all the time why not run the ingame FG.sqs which i believe is the burn effect for vehicles..? Share this post Link to post Share on other sites
johnnyboy 3799 Posted September 26, 2007 Making fires using particle effects also has a cost. Â Which is more effective I don't know. Â This was just the simplest way for me to solve this particular problem at the time. I haven't done any stress testing on this, but I've had five or six of these fires going at once in a busy mission (using the spawn and replace technique)--and with many other scripts, triggers, and waypoints running--with no noticeable performance issue. Whether this technique scales or not, I couldn't say. I can say that some particle fires don't look as good sometimes, especially at night, unless you also add light sources to the fires. Share this post Link to post Share on other sites
Junker 0 Posted September 26, 2007 Making fires using particle effects also has a cost. Which is more effective I don't know. This was just the simplest way for me to solve this particular problem at the time.I haven't done any stress testing on this, but I've had five or six of these fires going at once in a busy mission (using the spawn and replace technique)--and with many other scripts, triggers, and waypoints running--with no noticeable performance issue. Whether this technique scales or not, I couldn't say. I can say that some particle fires don't look as good sometimes, especially at night, unless you also add light sources to the fires. the script i was referring to is the BIS script for the burning vehicles. Share this post Link to post Share on other sites
Cloughy 0 Posted September 26, 2007 @Junker Whats the exec code for the fg.sqs. Tried to run it but it moaned bout it was expecting 3 args. Cheers GC Share this post Link to post Share on other sites
Junker 0 Posted September 26, 2007 Its in the same place as the camera script so i guess it can be accessed. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;//Several variables are initialized. _object = ObjNull _isObject = (_this select 1) _intensity = (_this select 2) _density = (_this select 3) _mode = (_this select 4) _lifetime = (_this select 5) Share this post Link to post Share on other sites