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icfhoop

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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.

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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

smile_o.gif

GL

Odin

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also one more question about the fire thing, is ther any way i can make more than one fire ? thank you.

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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 sad_o.gif Someone else may know a way, any ways GL again

cya

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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.

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Thank-you Gaia, I knew there was an easier to do it notworthy.gif my scripting knoledge is limited at the moment but tips like this help out heaps wink_o.gif

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 bomb

exit

hehe it even explodes if you shooy it, but is inert otherwise smile_o.gif

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

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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.

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If you are you changeing the "bomb" to "Bo_GBU12_LGB" ? unfortunatly it will explode sad_o.gif

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. huh.gif 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

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What about a WeaponHolder?

I know weapon holders work when you want to place a weapon on the ground.

Cheers

GC

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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

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no offence killerwhale but why did you post that here ?

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