icfhoop 0 Posted January 1, 2008 Hello all, I was wondering if someone may be able to help me in a sticky situation. Ive searched and searched but have found nothing on how to create flames with rising black smoke on the ground (im assuming something to do with particles). So could someone maybe help me. Also I have another small question, does anyone know how to place a GBU bomb on the ground WITHOUT it detonating? Thank you so much for your help. Share this post Link to post Share on other sites
=Odin= 0 Posted January 1, 2008 G'Day mate, you could try this for your fire with smoke, in your game create; 1- a Game Logic over the position in question and call it; burn 2- a trigger set over the burn Logic, -With axisA & B set to 5, -Activation by Game Logic, -Type this in the; on Act. Quote[/b] ][] exec "fire.sqs" Save this 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 as for the bomb I recall seeing an inert Ordinance script on the armaholic site I think, if I get a chance will have a gandah GL Odin Share this post Link to post Share on other sites
icfhoop 0 Posted January 1, 2008 Thank you so much mate. Really appreciate it. Share this post Link to post Share on other sites
icfhoop 0 Posted January 1, 2008 also one more question about the fire thing, is ther any way i can make more than one fire ? thank you. Share this post Link to post Share on other sites
=Odin= 0 Posted January 2, 2008 Your welcome icfhoop, only way I can figure to make more than 1 fire is to make a few copies of the script change the the getpos burn, to burn1 burn2 and save them as fire.sqs fire1.sqs fire2.sqs then remove the game logic trigger and create an init file and add these lines Quote[/b] ];INIT"logic" createvehicle getpos burn exec "fire.sqs" "logic" createvehicle getpos burn1 exec "fire1.sqs" "logic" createvehicle getpos burn2 exec "fire2.sqs" exit thats about the best I can think of mate, I tried to mess with the script a bit so you wouldnt have to have so many scripts but had no luck at combining the function with 2 different logic names Someone else may know a way, any ways GL again cya Share this post Link to post Share on other sites
moricky 211 Posted January 2, 2008 This won't work. Just change the first line of this script to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_OBJ = "logic" createvehicle getpos _this; EDIT: Or even to this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_OBJ = _this; And run the script using this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">burn1 exec "fire.sqs" burn2 exec "fire.sqs" burn3 exec "fire.sqs" Or this exec "fire.sqs" written directly to init lines of each game logic. No need to create another (identical) scripts when you can use parameter. Share this post Link to post Share on other sites
=Odin= 0 Posted January 3, 2008 Thank-you Gaia, I knew there was an easier to do it my scripting knoledge is limited at the moment but tips like this help out heaps heya icfhoop I found that inert ordinance thing for you its called EOD module, its an addon here is the link http://www.armaholic.com/page.php?id=506 or you could try this, its not a GBU but it is an inert arty shell i think create a logic called bomb in its init type Quote[/b] ][] exec "bombcreate.sqs" bombcreate.sqs Quote[/b] ]_bomb = "bomb" createVehicle getPos bombexit hehe it even explodes if you shooy it, but is inert otherwise had alot of fun with that script, you can nearly add any object you want to your game with it. Tried a destroyed hanger with a few fires in it, looked awsome, just have to change the "bomb" part with a classname or one of the cfgVehicles names, http://community.bistudio.com/wiki/ArmA:_CfgVehicles most work from this list,some wont hvae fun mate Odin Share this post Link to post Share on other sites
icfhoop 0 Posted January 5, 2008 Thx guys for your help, but odin the script, I tried it but everytime i start it blows up. I dont understand what im doing wrong. Thank you. Share this post Link to post Share on other sites
=Odin= 0 Posted January 6, 2008 If you are you changeing the "bomb" to "Bo_GBU12_LGB" ? unfortunatly it will explode Ive tried to stop it with sleep and the objnul ,but still no Bo_GBU12_LGB projectile appears, even tried to just call the "\ca\air\gbu12fly" model but nada. maybe have a look at the EOD modul see if that does what you want But if when you are just using "bomb" it shouldnt blow up without being shot at. GL mate odin Share this post Link to post Share on other sites
Cloughy 0 Posted January 7, 2008 What about a WeaponHolder? I know weapon holders work when you want to place a weapon on the ground. Cheers GC Share this post Link to post Share on other sites
icfhoop 0 Posted January 7, 2008 What and how do I use weapon holder? Share this post Link to post Share on other sites
killerwhale 1 Posted January 8, 2008 Quote[/b] ]{unassignVehicle _x} forEach crew _vehiclename does this command work with helicopters? it seems it doesnt and how do you tell a chopper like UH to land in a specific location without telling a unit to embark or disembark Share this post Link to post Share on other sites
icfhoop 0 Posted January 8, 2008 no offence killerwhale but why did you post that here ? Share this post Link to post Share on other sites
killerwhale 1 Posted January 9, 2008 I'd rather not start a new topic, LOL Share this post Link to post Share on other sites