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Harkonin

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Posts posted by Harkonin


  1. no one said it would be 2 gigs tounge_o.gif

    --------------------------------

    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


  2. 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.


  3. 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-

    http://67.81.26.4:3000/vetserver/screens/Hot.jpg


  4. 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"

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