SejtanPL
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Everything posted by SejtanPL
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Burning trees, grass, houses, particleEffects
SejtanPL posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all :) I think I found in the campaign files a script responsible for burning environment: [] spawn { sleep 0.01; private["_fn_createEffect"]; _fn_createEffect = { private["_effect","_pos","_fire","_smoke"]; private["_light","_brightness","_color","_ambient","_intensity","_attenuation"]; //["[PARTICLE EFFECT CREATED]: %1",_this] call BIS_fnc_logFormat; _pos = _this select 0; _effect = _this select 1; _fire = ""; _smoke = ""; _light = objNull; /* _color = [1,0.85,0.6]; _ambient = [1,0.45,3]; */ _color = [1,0.85,0.6]; _ambient = [1,0.3,0]; switch (_effect) do { case "FIRE_SMALL": { _fire = "SmallDestructionFire"; _smoke = "SmallDestructionSmoke"; }; case "FIRE_MEDIUM": { _fire = "MediumDestructionFire"; _smoke = "MediumDestructionSmoke"; _brightness = 1.0; //_color = [1,0.85,0.6]; //_ambient = [1,0.3,0]; _intensity = 400; _attenuation = [0,0,0,2]; }; case "FIRE_BIG": { _fire = "BigDestructionFire"; _smoke = "BigDestructionSmoke"; _brightness = 1.0; //_color = [1,0.85,0.6]; //_ambient = [1,0.45,3]; _intensity = 1600; _attenuation = [0,0,0,1.6]; }; case "SMOKE_SMALL": { _smoke = "SmallDestructionSmoke"; }; case "SMOKE_MEDIUM": { _smoke = "MediumSmoke"; }; case "SMOKE_BIG": { _smoke = "BigDestructionSmoke"; }; }; if (_fire != "") then { _eFire = "#particlesource" createVehicleLocal _pos; _eFire setParticleClass _fire; _eFire setPosATL _pos; }; if (_smoke != "") then { _eSmoke = "#particlesource" createVehicleLocal _pos; _eSmoke setParticleClass _smoke; _eSmoke setPosATL _pos; }; //create lightsource if (_effect in ["FIRE_BIG","FIRE_MEDIUM"]) then { _pos = [_pos select 0,_pos select 1,(_pos select 2)+1]; _light = createVehicle ["#lightpoint", _pos, [], 0, "CAN_COLLIDE"]; _light setPosATL _pos; _light setLightBrightness _brightness; _light setLightColor _color; _light setLightAmbient _ambient; _light setLightIntensity _intensity; _light setLightAttenuation _attenuation; _light setLightDayLight false; }; }; #define FIRE_SMALL "Sign_Pointer_Yellow_F" #define FIRE_MEDIUM "Sign_Arrow_Large_Cyan_F" #define FIRE_BIG "Sign_Arrow_Large_Pink_F" #define SMOKE_SMALL "Sign_Pointer_Green_F" #define SMOKE_MEDIUM "Sign_Pointer_Blue_F" #define SMOKE_BIG "Sign_Arrow_Large_Blue_F" private["_helperClass","_effectType"]; { _helperClass = _x select 0; _effectType = _x select 1; { [getPosATL _x,_effectType] call _fn_createEffect; } forEach (allMissionObjects _helperClass); } forEach [ [FIRE_SMALL,"FIRE_SMALL"], [FIRE_MEDIUM,"FIRE_MEDIUM"], [FIRE_BIG,"FIRE_BIG"], [sMOKE_SMALL,"SMOKE_SMALL"], [sMOKE_MEDIUM,"SMOKE_MEDIUM"], [sMOKE_BIG,"SMOKE_BIG"] ]; }; How can I use it? Regular n = [pos1, "FIRE_BIG"] execVM "my_script.sqf" doesn't work. Sorry for my poor english :icon_rolleyes: -
Burning trees, grass, houses, particleEffects
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Leave this code in your init.sqf: BIS_fn_createFireEffect = { private["_effect","_pos","_fire","_smoke"]; private["_light","_brightness","_color","_ambient","_intensity","_attenuation"]; _pos = _this select 0; _effect = _this select 1; _fire = ""; _smoke = ""; _light = objNull; _color = [1,0.85,0.6]; _ambient = [1,0.3,0]; switch (_effect) do { case "FIRE_SMALL" : { _fire = "SmallDestructionFire"; _smoke = "SmallDestructionSmoke"; }; case "FIRE_MEDIUM" : { _fire = "MediumDestructionFire"; _smoke = "MediumDestructionSmoke"; _brightness = 1.0; _intensity = 400; _attenuation = [0,0,0,2]; }; case "FIRE_BIG" : { _fire = "BigDestructionFire"; _smoke = "BigDestructionSmoke"; _brightness = 1.0; _intensity = 1600; _attenuation = [0,0,0,1.6]; }; case "SMOKE_SMALL" : { _smoke = "SmallDestructionSmoke"; }; case "SMOKE_MEDIUM" : { _smoke = "MediumSmoke"; }; case "SMOKE_BIG" : { _smoke = "BigDestructionSmoke"; }; }; if (_fire != "") then { _eFire = "#particlesource" createVehicleLocal _pos; _eFire setParticleClass _fire; _eFire setPosATL _pos; }; if (_smoke != "") then { _eSmoke = "#particlesource" createVehicleLocal _pos; _eSmoke setParticleClass _smoke; _eSmoke setPosATL _pos; }; //create lightsource if (_effect in ["FIRE_BIG","FIRE_MEDIUM"]) then { _pos = [_pos select 0,_pos select 1,(_pos select 2)+1]; _light = createVehicle ["#lightpoint", _pos, [], 0, "CAN_COLLIDE"]; _light setPosATL _pos; _light setLightBrightness _brightness; _light setLightColor _color; _light setLightAmbient _ambient; _light setLightIntensity _intensity; _light setLightAttenuation _attenuation; _light setLightDayLight false; }; }; and type this in the trigger in od act: [getPos w1, "FIRE_BIG"] call BIS_fn_createFireEffect; w1 - name of the object that you want to burn "FIRE_BIG" - the type of fire or smoke -
Or use my method, which is also based on a script from the campaign and works with all objects, not just with _helperClass.
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Assign a script to each destroyed vehicle
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I make some demo mission. I hope it will be helpful. -
Assign a script to each destroyed vehicle
SejtanPL posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Welcome. I would like to add some own effects (never ending smoke :P or burning vehicle sounds) to each destroyed vehicle in the mission. And here is the problem, because I don`t know how to assign the script for each destroyed vehicle. Is it possible to achieve the desired result? Sorry for my english as usual :P -
Burning trees, grass, houses, particleEffects
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi again :) I make some demo mission. I hope it will be helpful :) -
Assign a script to each destroyed vehicle
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm glad to be helpful. The script works pretty well, but not without bugs. In place of "SMOKE_BIG", you can give "SMOKE_MEDIUM", "SMOKE_SMALL" or "FIRE_BIG", "FIRE_MEDIUM", "FIRE_SMALL". When you use the "FIRE_BIG" for example, fire will burn all the time but sound will be heard only by about 2.5 minutes (the length of the recorded sound). Unfortunately, burning time is different for types of vehicles. Sometimes you can hear the flames, although the flames have extinguished. On the contrary ... the fire still burning, and the sound has faded ... I also noticed that when at one time will be destroyed more vehicles, not all sound comes. As far as the visuals, everything seems to be fine ;) I must say that without help, roy86 who helped me with the function responsible for burning vehicles, Killzone_Kid tutorial and help MulleDK19, the script probably would not exist :P Ones again sorry for my English. I use Google Translate to communicate with you :P -
Assign a script to each destroyed vehicle
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot MulleDK19! :bounce3: I modified the script a little bit and eliminated all of the vehicles in the water. Now it's looks like this: init.sqf BIS_fn_createFireEffect = { private ["_effect","_pos","_fire","_smoke"]; private ["_light","_brightness","_color","_ambient","_intensity","_attenuation"]; _pos = _this select 0; _effect = _this select 1; _fire = ""; _smoke = ""; _light = objNull; _color = [1,0.85,0.6]; _ambient = [1,0.3,0]; switch (_effect) do { case "FIRE_SMALL" : { _fire = "SmallDestructionFire"; _smoke = "SmallDestructionSmoke"; _brightness = 1.0; _intensity = 10; _attenuation = [0,0,0,1]; }; case "FIRE_MEDIUM" : { _fire = "MediumDestructionFire"; _smoke = "MediumDestructionSmoke"; _brightness = 1.0; _intensity = 400; _attenuation = [0,0,0,2]; }; case "FIRE_BIG" : { _fire = "BigDestructionFire"; _smoke = "BigDestructionSmoke"; _brightness = 1.0; _intensity = 1600; _attenuation = [0,0,0,1.6]; }; case "SMOKE_SMALL" : { _smoke = "SmallDestructionSmoke"; }; case "SMOKE_MEDIUM" : { _smoke = "MediumSmoke"; }; case "SMOKE_BIG" : { _smoke = "BigDestructionSmoke"; }; }; if (_fire != "") then { _eFire = "#particlesource" createVehicleLocal _pos; _eFire setParticleClass _fire; _eFire setPosATL _pos; }; if (_smoke != "") then { _eSmoke = "#particlesource" createVehicleLocal _pos; _eSmoke setParticleClass _smoke; _eSmoke setPosATL _pos; }; //create lightsource if (_effect in ["FIRE_BIG", "FIRE_MEDIUM", "FIRE_SMALL"]) then { _pos = [_pos select 0,_pos select 1,(_pos select 2)+1]; _light = createVehicle ["#lightpoint", _pos, [], 0, "CAN_COLLIDE"]; _light setPosATL _pos; _light setLightBrightness _brightness; _light setLightColor _color; _light setLightAmbient _ambient; _light setLightIntensity _intensity; _light setLightAttenuation _attenuation; _light setLightDayLight false; }; }; MISSION_ROOT = call { private "_arr"; _arr = toArray str missionConfigFile; _arr resize (count _arr - 15); toString _arr }; { _x addEventHandler ["Killed", {(_this select 0) execVM "effect.sqf";}]; } forEach vehicles; effect.sqf private ["_veh"]; _veh = _this; _isWater = surfaceIsWater position _veh; waitUntil {isTouchingGround _veh}; if (speed _veh == 0 || !_isWater) then { playSound3D [MISSION_ROOT + "sounds\fire01.wss", _veh, false, getPosASL _veh, 10, 1, 50]; sleep 120; [getPosASL _veh, "SMOKE_BIG"] call BIS_fn_createFireEffect; }; For proper operation requires some burning fire sound. I use THIS after a little modification. ;) -
Assign a script to each destroyed vehicle
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Error, undefined variable in the expression. Screen EDIT: I changed allVehicles on vehicles and now it's works. One more question... how to exclude boats from the script? burning boat under the water would look weird :p -
Burning trees, grass, houses, particleEffects
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot. It works, but not perfectly. When I set "FIRE_BIG" on some height, smoke coming out from the ground, under the fire. Look the picture. Smoke from FIRE_SMALL and FIRE_MEDIUM is ok. -
Burning trees, grass, houses, particleEffects
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes Iceman... You're right, I made a mistake ... I told you almost the whole story :j: But now, as I have already apologized and removed the spoilers, please shut up if you have nothing to say on this topic. -
Burning trees, grass, houses, particleEffects
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Done. -
Burning trees, grass, houses, particleEffects
SejtanPL replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ups... Sorry... I did't think about it :/ -
Thank you :) This is what I was looking for ;)
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Is there any way to create a uniform and / or other items, vests in a backpacks, or on ground that can be used? I'm searched forum but, I did not find answers... Sorry for my english. :P
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Hi everyone. This is the fragment of my config.cpp with my building pack: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DestructionEffects { class Smoke1 { simulation = "particles"; type = "HouseDestructionSmoke"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.05; }; class Smoke2 { simulation = "particles"; type = "HouseDestructionSmoke2"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke3 { simulation = "particles"; type = "HouseDestructionSmoke3"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke4 { simulation = "particles"; type = "HouseDestructionSmoke4"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class HouseDestr { simulation = "destroy"; type = "DelayedDestruction"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class WM_dom1: House { scope = 2; DisplayName = "Dom 01"; model = "\WM_buildings\WM_dom1.p3d"; vehicleClass = "WM_buildings"; armor = 200; accuracy = 1000; mapSize = 2; destrType = DESTRUCTBUILDING; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\WM_buildings\ruiny\WM_dom1_ruina.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; Everything is ok..., but. The destroyed model of WM_dom1 doesn't work in game. I thinking it's a bad cfg, but when I change in cfg my custom ruin model to BI ruin model, like that: "type = "\ca\buildings\ruins\kasarna_ruins.p3d";" everything is ok. PS: Sorry for my english :P
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Hello, I have three basic questions.... 1) Is there a way to binarising the arma addons? 2) Is there a list of "named properties" regarding the buildings made for arma avalable? 3) What I mean is the config and the model of a destroyed building. Why do I get a standard BIS ruin when my custom made buildings are destroyed [ when I enter one in the cfg ] and not the ruin models I've made. ...sorry for my english...
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Hi everyone I found here ArmA actions list. There is two actions: strokeFist, and strokeGun. I wanna use this in my mission, but it's doesn't work Can you tell me why? It is another bug in ArmA? I used search option, and I don't found answer. Sorry for my english.
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Oh yeah... sorry I forgot. I used this command unitname action ["STROKEFIST"] or unitname action ["STROKEGUN"] in waypoint, trigger and init line. Another actions like: unitname action ["EJECT", vehiclename], or unitname action ["SITDOWN", unitname] work. Look action like this ["STIDOWN", unitname] there is 2 elements "SITDOWN" and "unitname" in strokefist, strokegun is only one element... maybe this is the bug?
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You wrong. Poland is in the NATO. Everyone from NATO can be in polish army. Sorry for my english :P
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I found here somthing like this... I try to use it in editor in that configuration ru1 action ["UseWeapon", heli, STRELA]. It's don't work... I don't know what I'm doing wrong. Someone can help? Â ru1 - AA soldier_name heli - chooper_name STRELA - weapon name And... sorry for my english
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I used this before, but SI have big problem to shot down the chopper. Now I used the selectWeapon "WeaponName", and it's working, so thank you guys.
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Me too, of course :]
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Where to get BAS Littlebirds?
SejtanPL replied to FHP_Intercepter's topic in ADDONS & MODS: DISCUSSION
Here you are -
Oh Yeah! I just download this addon, it's great !!!