Harkonin
-
Content Count
230 -
Joined
-
Last visited
-
Medals
Posts posted by Harkonin
-
-
Burn doesn't work now.
-
hehe 90 usually
-
Someone addressed an issue concern with OFP2 before about it being "locked" into pre era technology that would hinder if not null more advanced addons and mods such as laser designators and such. Anyone know if this concern has been alleviated or not?
-
no one said it would be 2 gigs
--------------------------------
1 - will you include instructions on how to setpos units on top
of the different buildings, because you always see 'the bad
guys' firing from rooftops.
2 - will there be civilians who can throw rocks like the 'Gimbal
tossers'? because that would be awsome to have riots and such.
3 - will there be any women included? maybe one carrying
a baby would be good, but for the the love on God no gory
blood textures.
but anyways good job and i look forward to its release.
In response
1)nothing ground breaking there try -
this setpos [(getpos this select 0), (getpos this select 1), height you want];
Or -
upos=getpos this; oldheight=upos select 2; newheight=oldheight + 2.5; this setpos [(upos select 0),(upos select 1),height you want];
2)cool but really necessary and likely to be used frequently?
3)same as above
-
Actually its in seconds
-
Not to jump the gun but anyone like to make a function out of this?
-
question #1)
called from a trigger only once when unit is destroyed -
condition: not alive unitname
On Activation:[(getpos unitname), [x,y,z], lifetime - numeric value, size - numeric value, "" ] exec "fx\Fire\firesource.sqs";
question #2)
You can rip the original right out of resistance
whats actually modified is that firesource.sqs used to call fire smoke and sparks, I modified all 3 and put them into fire.sqs.
question #3)Lifetime is defined in the call code-first number after brackets.
Intended use is to add some visual oomph to the game and burn anyone fool enough to hide near a flaming object.
-
K then what?
-
K thats cool. Next problem - AI are unaffected now, any suggestions?
-
works fine in editor. Now since I killed our server this morning - any volunteers to test? Lol.
-
Let me try it, I don't care what Dinger says about you your alright.
jkin hehe.
-
Those two have actually worked since Resistance came out, the problem I'm having now is that I recently added the "Burn" effect to a unit if its near the whatever thats burning. Testing them out at the moment with the ?(local server):exit command.
Odd bug at the moment - got the effect and what not client only but say your hosting and play - you don't see the unit or yourself on fire but if your near the whatever that executes the "burning" you die like 100 times. Clients don't but the host does. Works fine on a dedicated server though.
this si what I'm talking about btw-
-
maybe but thats why I ran the ?(local server):exit since Server is the name of the gamelogic unit I use.
and actually the firesource and Fire scripts are fine - haven't determined if its both or just 1 of the burn scripts causing server to lock though.
-
I'd rather have effects scripted so all will benefit or suffer as the case may be whereas only people running that mod get the experience.
-
OK here it is - I have 4 scripts, 2 based upon the Resistance fire and 2 for the "burn" effect:
 Firesource.sqs which calls Fire.sqs right. Well that parts fine but I also added 2 other scripts to actually "burn" units in close proximity to the flames. Everything works great but the burn script and fire scripts loop so although they work they lag the hell out of a server.
 If anyone can offer some help for this to work without lagging or maybe running on clients only I'd greatly appreciate it.
Here are the scripts -
Firesource.sqs:
_posDrop = _this select 0
_velocity = _this select 1
_lifeTime = _this select 2
_intensity = _this select 3
_object = _this select 4
;Fire
[_posDrop, [0,0,0], _lifeTime, _intensity, _object] exec "fx\Fire\Fire.sqs"
;Fire.sqs:
_numLoops = _Duration / 0.15
_loopCounter = 1
_posDrop = _this select 0
_velocity = _this select 1
_lifeTime = _this select 2
_intensity = _this select 3
_object = _this select 4
_delay = 0.3
_lifeTicks = _lifeTime / _delay
_lifeTick = _lifeTicks
#Begin
drop ["cl_basic", "", "Billboard", 1, 1.5, [(_posDrop select 0), (_posDrop select 1) + random 0.5, (_posDrop select 2) + 1.5],[random 0.3, random 0.3, random 0.3], 1, 0.004, 0.004, 0.1, [5*(0.1 + 0.2 * _lifeTick/_lifeTicks), 5*(0.1 + 0.5 * _lifeTick/_lifeTicks), 5*(0.1 + 0.1 * _lifeTick/_lifeTicks)], [[0,0,0,1], [0,0,0,1], [0,0,0,1], [0,0,0,1]], [0,1,0], 0.5, 0.05, "", "", ""]
drop ["cl_fire", "", "Billboard", 1, 1.5, [(_posDrop select 0), (_posDrop select 1), (_posDrop select 2) + 1.5], [(_velocity select 0) + random 0.3, (_velocity select 1) + random 0.3, (_velocity select 2) + random 0.3], 1, 0.004, 0.004, 0.1, [(0.1 + 0.2 * _lifeTick/_lifeTicks) * _intensity, (0.1 + 0.5 * _lifeTick/_lifeTicks) * _intensity, (0.1 + 0.1 * _lifeTick/_lifeTicks) * intensity], [[.4,.9,1,0], [1,1,.9,1], [1,1,1,0.6], [1,.8,.8,0]], [0,.5,1], 0.5, 0.05, "FX\Fire\BurnInit.sqs", "", _object]
drop ["cl_fire", "", "Billboard", 60, 9, [(_posDrop select 0), (_posDrop select 1), (_posDrop select 2) + 1], [(_velocity select 0) + 1.5, (_velocity select 1) + 1.5, (_velocity select 2) + random 1.5], 1 , 0.185 , 0.155 , 0 , [0.05,0.25] ,[[0.3,0.6,0,1],[0.5,0.5,0,1],[0.75,0.75,0,1],[0.75,1,0,1]] , [0] , 0.3 , 0.3 , "" , "" , _object]
drop ["cl_fire", "", "Billboard", 60, 9, [(_posDrop select 0), (_posDrop select 1), (_posDrop select 2) + 1.5], [(_velocity select 0) + 1.5, (_velocity select 1) + 1.5, (_velocity select 2) + random 1.5], 1 , 0.185 , 0.155 , 0 , [0.05,0.25] ,[[0.3,0.6,0,1],[0.5,0.5,0,1],[0.75,0.75,0,1],[0.75,1,0,1]] , [0] , 0.3 , 0.3 , "" , "" , _object]
~_delay
_lifeTick = _lifeTick - 1
?_lifeTick > 0 : goto "Begin"
BurnInit.sqs:
_pos = _this
_gl = "Logic" camCreate _pos
_tar = list allist
_rad = 0
_ti = 0
#loop
_cmax = {alive _x} count _tar; _max = _cmax - 1
? _ti > _max : deleteVehicle _gl; exit
_unit = _tar select _ti
? (_unit in BURNING) : goto "nofx"
? (_rad < 5) : _rad = _rad + 5
? (_unit distance _gl) < _rad && (alive _unit) : BURNING = BURNING + [_unit]; [_unit] exec "FX\Fire\Burn.sqs"
#nofx
~.01
_ti = _ti + 1
? ({alive _x} count _tar) < 1 : deleteVehicle _gl; exit
goto "loop"
Burn.sqs:
?(LOCAL SERVER):EXIT
_unit = _this select 0
_lastPos = getPos _unit
_lastDir = getDir _unit
_lifeTicks = _lifeTime / _delay
_lifeTick = _lifeTicks
;Burn
_d = getDammage _unit
#burn
drop ["cl_fire", "", "Billboard", 1, 1.5, [(_lastPos select 0),(_lastPos select 1),(_lastPos select 2) + .75], [0,0,0], 1, 0.004, 0.004, 0.1, [(0.1 + 0.2), (0.1 + 0.5), (0.1 + 0.1)], [[1,1,1,0], [1,1,1,0.3], [0.3,0.3,0.3,0.5], [0,0,0,0]], [0,0.5,0], 0.5, 0.5, "", "", ""]
_lastPos = getPos _unit
_lastDir = getDir _unit
_unit setDammage _d
~.01
_d = _d + .005
? (getDammage _unit) >= 1 : _i = 0; goto "lowburn"
goto "burn"
#lowburn
drop ["cl_fire", "", "Billboard", 1, 1.5, [(_lastPos select 0) +(random 1*2)*(sin(_lastDir)),(_lastPos select 1) -1 +(random 1*2)*(cos(_lastDir)),_lastPos select 2], [0,0,0], 1, 0.004, 0.004, 0.1, [(0.1 + 0.2), (0.1 + 0.5), (0.1 + 0.1)], [[1,1,1,0], [1,1,1,0.3], [0.3,0.3,0.3,0.5], [0,0,0,0]], [0,0.5,0], 0.5, 0.5, "", "", ""]
_i = _i + 1
~.1
? (_i >= 50) : exit
goto "lowburn"
-
you guys are evil teases.
-
I think that would involve getdir rather than setdir.
-
-
I can do the intro/camera scripting. But I'd need the island to start.
-
-
you'll need so have it calculate with a (getpos whatyouwantittoface) and have it setdir accordingly.
-
you need to add it to the respawn script. Â something like
? (_unitType == HeloType):_newVehicle Exec "helodust.sqs"
don't forget to define _unittype and _newvehicle
-
Cool!
Any chance i could get that texture from Tact? I'd love to incorporate it into the current blood effects I use.
-
This is actually a shot from an intro of 1 of my missions.
http://67.81.26.4:3000/vetserver/screens/Moveout.jpg
and heres some russians getting cooked
Burn baby burn
in OFP : MISSION EDITING & SCRIPTING
Posted
NM just had to change a line. Ok who wants to test her out?