Liqu1dShadow Posted April 26, 2015 Report Share Posted April 26, 2015 If I wanted the fire effect from the burining vehicles can this be done? I just want to place one down and have it so its alight permanently, is that possible? (the only way im thinking is to bury a wreck under the ground so you only see the fire Link to comment Share on other sites More sharing options...
0 Richie Posted April 26, 2015 Report Share Posted April 26, 2015 Use the code from my heli crash site script ? _posOfCrash = _coords call BIS_fnc_SelectRandom; _helicopters = ["Land_UWreck_Heli_Attack_02_F","Land_Wreck_Heli_Attack_01_F"]; //Add Heli classnames here _element = _helicopters call BIS_fnc_SelectRandom; _vehHeli = _element createVehicle [0,0,0]; _burnthefucker = "test_EmptyObjectForFireBig" createVehicle (position _vehHeli); _burnthefucker attachto [_vehHeli, [0,0,-1]]; Link to comment Share on other sites More sharing options...
0 Liqu1dShadow Posted April 26, 2015 Author Report Share Posted April 26, 2015 Use the code from my heli crash site script ? _posOfCrash = _coords call BIS_fnc_SelectRandom; _helicopters = ["Land_UWreck_Heli_Attack_02_F","Land_Wreck_Heli_Attack_01_F"]; //Add Heli classnames here _element = _helicopters call BIS_fnc_SelectRandom; _vehHeli = _element createVehicle [0,0,0]; _burnthefucker = "test_EmptyObjectForFireBig" createVehicle (position _vehHeli); _burnthefucker attachto [_vehHeli, [0,0,-1]]; I wish I knew how lol.... :D Link to comment Share on other sites More sharing options...
0 horbin Posted April 27, 2015 Report Share Posted April 27, 2015 //Effects.sqf // Horbin // 4/20/15 // based upon coding example from : // http://forums.bistudio.com/showthread.php?149032-Spawning-fire&p=2344816&viewfull=1#post2344816 // Inputs: object to attach effect too. // effect "FIRE_SMALL", "FIRE_MEDIUM", "FIRE_BIG", "SMOKE_SMALL","SMOKE_MEDIUM","SMOKE_BIG", // private["_effect","_pos","_fire","_smoke","_object","_eFire","_eSmoke"]; private["_light","_brightness","_color","_ambient","_intensity","_attenuation"]; _object = _this select 0; _effect = toupper (_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; //_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"; }; }; // diag_log format ["<FuMS> Effects: Creating Effect :%1 %2 on %3",_fire, _smoke, _object]; if (_fire != "") then { _eFire = "#particlesource" createVehicle (position _object) ; _eFire setParticleClass _fire; //_eFire setPosATL _pos; _eFire attachto [_object, [0,0,-1]]; }; if (_smoke != "") then { _eSmoke = "#particlesource" createVehicle (position _object); _eSmoke setParticleClass _smoke; // _eSmoke setPosATL _pos; _eSmoke attachto [_object, [0,0,-1]]; }; //create lightsource if (_effect in ["FIRE_BIG","FIRE_MEDIUM"]) then { _pos = position _object; _pos = [_pos select 0,_pos select 1,(_pos select 2)+1]; _light = createVehicle ["#lightpoint", _pos, [], 0, "CAN_COLLIDE"]; //_light setPosATL _pos; _light attachto [_object, [0,0,-1]]; _light setLightBrightness _brightness; _light setLightColor _color; _light setLightAmbient _ambient; _light setLightIntensity _intensity; _light setLightAttenuation _attenuation; _light setLightDayLight false; }; [_veh] execVM "Effects.sqf"; Taken from FuMS. Also as part of the clean-up of the object, need to add this too. Otherwise the fire/smoke will stick around. { detach _x; deleteVehicle _x; }foreach attachedObjects _veh; deleteVehicle _veh; Link to comment Share on other sites More sharing options...
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Liqu1dShadow
If I wanted the fire effect from the burining vehicles can this be done?
I just want to place one down and have it so its alight permanently, is that possible?
(the only way im thinking is to bury a wreck under the ground so you only see the fire
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