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Cloughy

Vehicle Fire Scripts

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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

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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.

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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 by MattXR

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Well theres already a script ingame where you can make a fire anywhere you with differnt intensitys and if it lasts for ever etc

Place 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

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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;
};

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