kocrachon 2 Posted November 17, 2007 So I am trying to make a mission where I am driving down the road and there are a bunch of recently destroyed vehicles. Now how do I make it to where they stay on fire or at least smoking? Right now I have their life at 0 so the second the mission starts they explode. I just need to know a way to make them stay on fire since its about 15 minutes till I even get close to them. Share this post Link to post Share on other sites
=Odin= 0 Posted November 17, 2007 G'Day mate, try some of these particle templates available at the Wiki, not tried one myself but I think this is what your after; http://community.bistudio.com/wiki/ParticleTemplates Good-Luck Share this post Link to post Share on other sites
kocrachon 2 Posted November 17, 2007 erm, seems very complicated. I dont even know how to apply those or what to put all of that information. Share this post Link to post Share on other sites
HGuderian 0 Posted November 17, 2007 Try with carburn.sqs scripts (or similar). You'll find it on Armacholic or Ofpec. Share this post Link to post Share on other sites
loyalguard 15 Posted November 17, 2007 As mentioned above here is a link to Obj Burn Replace at OFPEC. With it you can set how long you want it to burn. Share this post Link to post Share on other sites
Medusa 0 Posted November 17, 2007 There is a simple way. Leave some empty vehicles lying around (so they don't shoot at you or crews bail out), leave their health at full, and then use "vehiclename setdamage 1" to destroy them. They'll smoke! If the explosions are too big, reduce the amount of fuel and ammo that the vehicles have. You can run "vehiclename setdamage 1" when the player character gets within a certain distance of the vehicle ("player distance vehiclename < 10" or whatever), or you can activate the setdamage command at the player's waypoints. Share this post Link to post Share on other sites
=Odin= 0 Posted November 17, 2007 I checked out the Particle templates and finaly got it to work in your game create; 1- a Game Logic over the vehicle in question and call it burn 2- a trigger set to activate by you or your side, set to none, and type this in the; on Act. [] exec "fire.sqs" here is the scipt save it as fire.sqs Quote[/b] ]_OBJ = "logic" createvehicle getpos burn_ #Fire _PS1 = "#particlesource" createVehicleLocal getpos _OBJ _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; #Smoke Part 1 _PS2 = "#particlesource" createVehicleLocal getpos _OBJ _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; #Smoke Part 2 _PS3 = "#particlesource" createVehicleLocal getpos _OBJ _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; #end exit hope it works for you Share this post Link to post Share on other sites
dmarkwick 261 Posted November 17, 2007 You could use the DMSmokeEffects addon vehicles will burn for about 45 minutes give or take 20 minutes each way. Share this post Link to post Share on other sites