Cloughy 0 Posted June 23, 2009 Is there any way to prolong the vehicle fires on kia vehicles. I have vehicle fire scripts for ArmA, but wanted them to look more like the BIS ones. ps, i have searched, but came up with nothing. Cheers GC Share this post Link to post Share on other sites
dmarkwick 261 Posted June 23, 2009 Well, I have the intention of making an addon to prolonging the smoke from killed vehicles, similar to the addon I made for ArmA. This might include fires too. Share this post Link to post Share on other sites
mattxr 9 Posted June 23, 2009 (edited) Well theres already a script ingame where you can make a fire anywhere you with differnt intensitys and if it lasts for ever etc First off place this near the start of the init.sqf BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; Place this in the init.sqf or a trigger which ever you want and name a Gamelogic firelogic and the fire will be there.. this = [firelogic,5,time,false,false] spawn BIS_Effects_Burn; How to use: > handle=[unit,intensity,time,lifecheck,fade] spawn BIS_Effects_Burn > > unit: the name of the object that the fire will be attached to > intensity: the intensity of the fire. Recommended to use values between > 0.7 and 10, higher values may be used if desired though. > time: the time that the fire started. use global variable "time". this is used to keep effects synced for JIP players > lifecheck: if this is true then the unit will only burn as long as it is dead (!alive unit). set to false to burn things like buildings and gamelogics > fade: if true then the fire will die down over time, eventually dying out. set to false if you want it to keep burning. (affected by rain too). To make a gamelogic named mygamelogic burn forever with a big fire: i=[mygamelogic,10,time,false,false] spawn BIS_Effects_Burn Edited July 10, 2009 by MattXR Share this post Link to post Share on other sites
Cloughy 0 Posted June 23, 2009 Well theres already a script ingame where you can make a fire anywhere you with differnt intensitys and if it lasts for ever etcPlace this in the init.sqf or a trigger which ever you want and name a Gamelogic firelogic and the fire will be there.. How to use: > handle=[unit,intensity,time,lifecheck,fade] spawn BIS_Effects_Burn > > unit: the name of the object that the fire will be attached to > intensity: the intensity of the fire. Recommended to use values between > 0.7 and 10, higher values may be used if desired though. > time: the time that the fire started. use global variable "time". this is used to keep effects synced for JIP players > lifecheck: if this is true then the unit will only burn as long as it is dead (!alive unit). set to false to burn things like buildings and gamelogics > fade: if true then the fire will die down over time, eventually dying out. set to false if you want it to keep burning. (affected by rain too). To make a gamelogic named mygamelogic burn forever with a big fire: i=[mygamelogic,10,time,false,false] spawn BIS_Effects_Burn Cheers pal. Will give it a try on my laptop at dinner. Cheers GC Share this post Link to post Share on other sites
NakedSquirrel 24 Posted April 7, 2011 Hi, I was wondering if anyone could help me here. I'm working on a script for a napalm strike. I have the explosion working well by combining WP and the FAB250, but it would be really hot if I could leave some fire behind as well. Any ideas? I was working off of what I read from this post, but I can't quite figure out how to spawn the fire logic with the provided init. case "cbuAP":{ _man groupChat localize "STR_FIXDCAP"; while {true} do { if (((((getPos _plane select 0) - (_asloc select 0))^2+((getPos _plane select 1) - (_asloc select 1))^2)^0.5) <= 500)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; }; if (alive _plane) then { _cbu = airSupBomb createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _cbu setDir ((_asloc select 0)-(getPos _cbu select 0)) atan2 ((_asloc select 1)-(getPos _cbu select 1)); _bombfall = sqrt((((getPosASL _cbu select 2)-60)-_lock)/4.9); _bombvelx = ((_asloc select 0)-(getPos _cbu select 0))/_bombfall; _bombvely = ((_asloc select 1)-(getPos _cbu select 1))/_bombfall; [_cbu,_bombvelx,_bombvely] spawn nofricgrav; waitUntil{getPos _cbu select 2 <= 4}; _charge = "Arty_Sadarm_Burst" createvehicle getPos _cbu; deleteVehicle _cbu; _FLAR1 = "BombCore" createvehicle getpos _cbu; _FLAR1 setVelocity [0,5,0]; for [{_n = 0},{_n <= 1},{_n = _n+1}] do { _blets1 = "ARTY_Sh_105_WP" createvehicle getPos _cbu; _blets1 setVelocity [(random 20),(random 50),-(random 50)]; }; for [{_n = 0},{_n <= 1},{_n = _n+1}] do { _blets2 = "Bo_FAB_250" createvehicle getPos _cbu; _blets2 setVelocity [-(random 15),(random 15),-(random 5)]; }; for [{_n = 0},{_n <= 1},{_n = _n+1}] do { _blets3 = "ARTY_Sh_82_WP" createvehicle getPos _cbu; _blets3 setVelocity [(random 50),-(random 50),-(random 50)]; }; for [{_n = 0},{_n <= 1},{_n = _n+1}] do { _blets4 = "ARTY_Sh_105_WP" createvehicle getPos _cbu; _blets4 setVelocity [-(random 50),-(random 50),-(random 50)]; }; }; ASCAP = ASCAP + 1; }; Share this post Link to post Share on other sites