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BIS_Effects_Burn in Epoch


js2k6

Question

Hi,

I'm currently in the process of making some custom map additions with smoke and fire and destruction

however I'm struggling with BIS_Effects_Burn 

 

Everything works perfectly in the editor. 

But as soon as I attempt to implement this on my dev server

 

No fire or smoke

 

Basically I've created a whole bunch of game logic across the map and given them all names

 

I can see that BIS_Effects_Burn is already in compiles.sqf

 

and this block of text here, I've been trying different places in my init.sqf 

but so far, no good.

// c130 crash black forest
[bigFire0,20,time,false,false] spawn BIS_Effects_Burn;
[smoke0,3,time,false,false] spawn BIS_Effects_Burn;
// devils heli crash
[smoke1,2,time,false,false] spawn BIS_Effects_Burn;
[smallFire0,6,time,false,false] spawn BIS_Effects_Burn;
// prig hill fire
[bigFire1,10,time,false,false] spawn BIS_Effects_Burn;
[bigFire2,15,time,false,false] spawn BIS_Effects_Burn;
[bigFire3,20,time,false,false] spawn BIS_Effects_Burn;
[smallFire1,5,time,false,false] spawn BIS_Effects_Burn;
[smoke2,2,time,false,false] spawn BIS_Effects_Burn;
[smoke3,2,time,false,false] spawn BIS_Effects_Burn;
[smoke4,2,time,false,false] spawn BIS_Effects_Burn;
// burning wrecks
[burningChopper0,5,time,false,false] spawn BIS_Effects_Burn; // near prig
[smokingHMMWV0,3,time,false,false] spawn BIS_Effects_Burn; // in cherno

i've tried placing this inside the !isDedicated, the isServer and outside those blocks, 

I've tried moving the map addition with all the game logic from server.pbo to mission.pbo

 

I'm really at a loss here, can anyone please help me with this? 

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okay, been playing around a bit more.

had a look at the crash spawners, noticed that a different function was being called

 

scrapped the bis_effects_burn in place of PVDZE_obj_Fire

 

adding this to the bottom of my map addition sqf works for one flame

PVDZE_obj_Fire = [bigFire0,8,time,false,false];
publicVariable "PVDZE_obj_Fire";

now how would i go about creating an array that it does this for each? 

i've tried things like. 

_FireList = ["bigFire0","smoke0","smoke1","smallFire0","bigFire1","bigFire2","bigFire3","smallFire1","smoke2","smoke3","smoke4","burningChopper0","smokingHMMWV0"];

{
  PVDZE_obj_Fire = [_x,8,time,false,false];
} forEach _FireList;

but unfortunately it did not work

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got it mostly working now. 

does not seem to be JIP compatible. 

SET_FIRE = true;

_fxList = [
  [bigFire0,20,time,false,false],
  [smoke0,3,time,false,false],
  [smoke1,2,time,false,false],
  [smallFire0,6,time,false,false],
  [bigFire1,10,time,false,false],
  [bigFire2,15,time,false,false],
  [bigFire3,20,time,false,false],
  [smallFire1,5,time,false,false],
  [smoke2,2,time,false,false],
  [smoke3,2,time,false,false],
  [smoke4,2,time,false,false],
  [burningChopper0,5,time,false,false],
  [smokingHMMWV0,3,time,false,false]
];

if (isServer) exitWith {
  if (SET_FIRE) then {
    {
        _fireName = _x select 0;
        _fireInte = _x select 1;
        _fireTime = _x select 2;
        _fireToF1 = _x select 3;
        _fireToF2 = _x select 4;

        PVDZE_obj_Fire = [_fireName,_fireInte,_fireTime,_fireToF1,_fireToF2];
        publicVariable "PVDZE_obj_Fire";
    } 
    forEach _fxList;
  };
};
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