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Tornado's using smoke particle effects?


Reaper5150

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Hello, So I been working on this project for awhile now of using movable smoke particle effects as a tornado with pre set way points and running it server side as an event spawning every 30 minutes with player and vehicle set damage via a defined radius within the effects used. here are the effects that will be used with the way points to give you an idea!

 

// Large smoke cloud.
_ps setParticleCircle [0, [0, 0, 0]];
_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_ps setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.5, 0.5, 0.5, 0.5], [0.75, 0.75, 0.75, 0.25], [1, 1, 1, 0]], [0.125], 1, 0, "", "", _OBJ];
_ps setDropInterval 0.1;

[13090.89, 10346.834, -5.9899998]
[13490.192, 6317.8848, -6]
[13575.154022.9141, -19.492546]
[10151.378, 2161.4382, -7.4330006]
[8919.502, 2229.4382, -5.9953737]
[7984.9731, 3181.4263, -6.5279236]
[5249.3535, 2016.9407, -5.4690151]
[2709.1372, 5391.3994, -208.22134]
[4145.0723, 10919.914, -339.00989]
[4145.0723, 10919.914, -339.00989]
[6150, 10338.798, -274.31018], 200]
[9888.3857, 8852.4531, -281.72604]
[11568.834, 12604.863, -177.74866]
[13845.961, 13969.376, -55.096813] 

Now as mentioned I'm trying to figure out how to attach the effects to the waypoints so it is moving following the waypoints. My question is there anyway to do this without making a very large and complicated script? And is there anyway to even pull it off?

 

 

PE_LightWoodSmokeLarge.jpg

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I don't think those particle definitions work in Arma 2. A2 uses the universal particle effects.

The way to accomplish a moving tornado would be to spawn an AI with the invisible skin and attach your particle source to the AI. Have the AI move through the list of waypoints. You would need a fail-safe like a timer in case the AI's movement was blocked by something.

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22 minutes ago, JasonTM said:

I don't think those particle definitions work in Arma 2. A2 uses the universal particle effects.

The way to accomplish a moving tornado would be to spawn an AI with the invisible skin and attach your particle source to the AI. Have the AI move through the list of waypoints. You would need a fail-safe like a timer in case the AI's movement was blocked by something.

Okay, I will give that a try. Thanks :)

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