How can I make thick black smoke trail rise from destroyed buildings? Like smoke on fire pit but it should be black and thicker.
I tried fire.sqs script and Rauchfahne.sqs but it didnt look right.![]()
How can I make thick black smoke trail rise from destroyed buildings? Like smoke on fire pit but it should be black and thicker.
I tried fire.sqs script and Rauchfahne.sqs but it didnt look right.![]()
Robot minds of robot slaves, lead them to atomic rage.
place an empty M113 onto the building and dig it in by using
the setpos command in it's init field:
this setpos [(getpos this select 0),(getpos this select 1), -10]
Give it a name by using it's name field (to get a reference to
the m113) - e.g: smokedummy1
Now if you want to get the baby somking, just use:
smokedummy1 setdammage 1
and whooop - dark smoke climbs outta the building
You can play around in the setpos definitios (where it says: -10) to dig it in the more or the less.
Also you can set the ammunition and the fuel to zero by using
by using the ammo-bar and fuel-bar ***in the unit's menu, to avoid an explosion sound.
:edit - ah yeah and you could do a search thru the forum for:
any threads, dealing about the "drop" command, where you can even create more realistic black smoker's.
Or try www.ofpec.com - editors depot![]()
~S~ CD
http://www.swint.demon.nl/ofp/ofpec_work.gif
Never argue with idiots - they just take you down to their level
to beat you there with experience
arabic objects/buildings thread
Thanks. I will go and try it out right now.
Drop command is all mambo jambo to me. I havent got a clue how it is used.![]()
I love the drop command. It is probably one of the most powerful commands in OFP.
heres your black smoke, make sure it is called from a trigger.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_pos = [PUT YOUR BUILDING POSITION HERE]
_lifeTime = [SMOKE TIME IN SECONDS GOES HERE]
_delay = 0.3
_lifeTicks = _lifeTime / _delay
_lifeTick = _lifeTicks
#Begin
drop ["cl_basic", "", "Billboard", 1, 55+ (random 15), _pos,[(random 1 - random 2),(random 1 - random 2),random 2], 1, 0.005, 0.0042, 0.1, [0.2,15,25], [[0.1,0.1,0.1,0.6], [0.1,0.1,0.1,0.5 * _lifeTick/_lifeTicks], [0.1,0.1,0.1,0.4 * _lifeTick/_lifeTicks], [0.1,0.1,0.1,0.3], [0.1,0.1,0.1,0.3]], [0,1,0,1,0,1], 40, 0.2, "", "", ""]
~_delay
_lifeTick = _lifeTick - 1
?_lifeTick > 0 : goto "Begin"
[/QUOTE]<span id='postcolor'>
Sort out your burn time yourself, dont overdo it.
Hope thats ok. Its basic but you can play with it.
TJ
Thanks jacobaby. Going to test it right now.![]()
What am I supposed to put to [PUT YOUR BUILDING POSITION HERE]? I tried map coordinates and building name but it didnt work.![]()
Don't just put the buildings number in there. Do "Object #". You have to have object before the buildings ID number
Sergeant of Marines
Is it possible to name the building, then use the building's name instead of the building ID?
Use the map co-ords in an array. You can get them precisley using camera.sqs, or place a game logic. Camera.sqs would be better 'cus you could put the smoke into a precise room etc. Only thing is, dropped particles dont always look right over a p3d model.
so it should look like
_pos = [2203,3546,0] or whatever your position is.
If you have the object ID I guess you could just use
_pos = (getpos OBJ ID)
Just a note, I can make this smoke do anything you like, so if you want extra let me know via PM, I made this one for a burning wreck.
TJ