adamdf 10 Posted January 21, 2010 How to you make an object be on fire at mission start? Share this post Link to post Share on other sites
Splicer 10 Posted January 21, 2010 This may help: http://community.bistudio.com/wiki/inflame Good luck! -Splicer. Share this post Link to post Share on other sites
adamdf 10 Posted January 21, 2010 this inflame true; this doesnt seem to work Share this post Link to post Share on other sites
nuxil 2 Posted January 21, 2010 (edited) inflame only works on campfire afik what you need is to use Maddmatt effects. example. _logic="logic" createvehiclelocal [X,Y,Z]; _logic attachTo [_Object,[X,Y,Z]]; [_logic,8,0,false,false] spawn BIS_Effects_Burn; play with the numbers to find the suted one for you object. quote from Maddmatt script examples: To make a gamelogic named mygamelogic burn forever with a big fire: [mygamelogic,10,time,false,false] spawn BIS_Effects_Burn same with medium sized fire: [mygamelogic,5,time,false,false] spawn BIS_Effects_Burn To make a gamelogic burn and have the fire fade over time: [mygamelogic,10,time,false,true] spawn BIS_Effects_Burn To make it smoke, with no visible flame you can use an intensity of 3 or lower: [mygamelogic,3,time,false,false] spawn BIS_Effects_Burn hope this helps. Edited January 21, 2010 by nuxil Share this post Link to post Share on other sites
sgt_hawkins 9 Posted March 28, 2012 This still works in vanilla Arma.... ([mygamelogic,3,time,false,false] spawn BIS_Effects_Burn ) BUT, I need it to work with A.C.E. (It doesnt). It just makes a bright light but no fire. Is there another way to create static fire? I'm trying to update an old pre-ACE mission and its not showing my forest fire.... Share this post Link to post Share on other sites