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ilovebeer

Smoke for Para jump test

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I have a Para jump test i am making where a person can halo jump and must land on the target, however i need to make it where the target can have a constant smoke grenade going off, anyone help me?

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this is from the parajump test from boot camp :

Add a login and name it BIS_Smokeshell

then call this script :)

// Creation of the smoke
[bIS_smokeShell, [0.4,0.8,0.4]] spawn {
_sh=_this select 0;
_col=_this select 1;
_c1=_col select 0;
_c2=_col select 1;
_c3=_col select 2;

sleep (3+random 1);

_source = "#particlesource" createVehicleLocal getpos _sh;
_source setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20, [0, 0, 0], [0.2, 0.1, 0.1], 0, 1.277, 1, 0.025, [0.1, 2, 6], [[_c1, _c2, _c3, 0.2], [_c1, _c2, _c3, 0.05], [_c1, _c2, _c3, 0]], [1.5,0.5], 1, 0.04, "", "", _sh];
_source setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
_source setDropInterval 0.03;
_source2 = "#particlesource" createVehicleLocal getpos _sh;
_source2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 0], "", "Billboard", 1, 20, [0, 0, 0], [0.2, 0.1, 0.1], 0, 1.277, 1, 0.025, [0.1, 2, 6], [[_c1, _c2, _c3, 1], [_c1, _c2, _c3, 0.5], [_c1, _c2, _c3, 0]], [0.2], 1, 0.04, "", "", _sh];
_source2 setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.2], 0, 0, 360];
_source2 setDropInterval 0.03;
sleep (99999);

deletevehicle _source;
};

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Please forgive my incompetence however how exactly do you use this?

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Add a logic named BIS_Smokeshell.

Place that code in your Init.SQF or in a script named:

yourScriptname.sqf

// Creation of the smoke
[bIS_smokeShell, [0.4,0.8,0.4]] spawn {
_sh=_this select 0;
_col=_this select 1;
_c1=_col select 0;
_c2=_col select 1;
_c3=_col select 2;

sleep (3+random 1);

_source = "#particlesource" createVehicleLocal getpos _sh;
_source setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20, [0, 0, 0], [0.2, 0.1, 0.1], 0, 1.277, 1, 0.025, [0.1, 2, 6], [[_c1, _c2, _c3, 0.2], [_c1, _c2, _c3, 0.05], [_c1, _c2, _c3, 0]], [1.5,0.5], 1, 0.04, "", "", _sh];
_source setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
_source setDropInterval 0.03;
_source2 = "#particlesource" createVehicleLocal getpos _sh;
_source2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 0], "", "Billboard", 1, 20, [0, 0, 0], [0.2, 0.1, 0.1], 0, 1.277, 1, 0.025, [0.1, 2, 6], [[_c1, _c2, _c3, 1], [_c1, _c2, _c3, 0.5], [_c1, _c2, _c3, 0]], [0.2], 1, 0.04, "", "", _sh];
_source2 setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.2], 0, 0, 360];
_source2 setDropInterval 0.03;
};

Removed the deleteVehicle code. Now if you wish to set this up to start at a certain point, simply execute the script on a trigger (ie maybe a radio trigger):

Name: TriggerAX

onAct: _xhandle = [] execvm "yourScriptname.sqf"

Then on a ending trigger (ie once you've landed and it detects your height):

Condition: TriggerAX and this and ( ( position player select 2 ) < 10 )
onAct: deletevehicle BIS_Smokeshell

See how that go's.

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Add a logic named BIS_Smokeshell.

Place that code in your Init.SQF or in a script named:

yourScriptname.sqf

// Creation of the smoke
[bIS_smokeShell, [0.4,0.8,0.4]] spawn {
_sh=_this select 0;
_col=_this select 1;
_c1=_col select 0;
_c2=_col select 1;
_c3=_col select 2;

sleep (3+random 1);

_source = "#particlesource" createVehicleLocal getpos _sh;
_source setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20, [0, 0, 0], [0.2, 0.1, 0.1], 0, 1.277, 1, 0.025, [0.1, 2, 6], [[_c1, _c2, _c3, 0.2], [_c1, _c2, _c3, 0.05], [_c1, _c2, _c3, 0]], [1.5,0.5], 1, 0.04, "", "", _sh];
_source setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
_source setDropInterval 0.03;
_source2 = "#particlesource" createVehicleLocal getpos _sh;
_source2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 0], "", "Billboard", 1, 20, [0, 0, 0], [0.2, 0.1, 0.1], 0, 1.277, 1, 0.025, [0.1, 2, 6], [[_c1, _c2, _c3, 1], [_c1, _c2, _c3, 0.5], [_c1, _c2, _c3, 0]], [0.2], 1, 0.04, "", "", _sh];
_source2 setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.2], 0, 0, 360];
_source2 setDropInterval 0.03;
};

Removed the deleteVehicle code. Now if you wish to set this up to start at a certain point, simply execute the script on a trigger (ie maybe a radio trigger):

Name: TriggerAX

onAct: _xhandle = [] execvm "yourScriptname.sqf"

Then on a ending trigger (ie once you've landed and it detects your height):

Condition: TriggerAX and this and ( ( position player select 2 ) < 10 )
onAct: deletevehicle BIS_Smokeshell

See how that go's.

Fantastic, thank you very much :)

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That works perfectly however do you know how to change the smoke colour?

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change these settings > [bIS_smokeShell, [0.4,0.8,0.4]]..

the colors are [0.4,0.8,0.4]

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Condition: TriggerAX and this and ( ( position player select 2 ) < 10 )

If i wanted to use the position of say group S2 would i simply replace player with S2?

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Change it from player to leader S2.

Condition: TriggerAX and this and ( ( position (leader S2) select 2 ) < 10 )

OR

Condition: TriggerAX and this and ( ( position (units S2 select 0) select 2 ) < 10 )

The second one isn't necessary, but might give you a better understanding of what a group 'is'.

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