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Thread: Smoking buildings

  1. #1

    Unhappy

    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.

  2. #2
    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

  3. #3
    Thanks. I will go and try it out right now.

  4. #4
    Drop command is all mambo jambo to me. I havent got a clue how it is used.

  5. #5
    jacobaby
    Guest
    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 = &#91;PUT YOUR BUILDING POSITION HERE&#93;
    _lifeTime = &#91;SMOKE TIME IN SECONDS GOES HERE&#93;
    _delay = 0.3
    _lifeTicks = _lifeTime / _delay
    _lifeTick = _lifeTicks

    #Begin

    drop &#91;&#34;cl_basic&#34;, &#34;&#34;, &#34;Billboard&#34;, 1, 55+ &#40;random 15&#41;, _pos,&#91;&#40;random 1 - random 2&#41;,&#40;random 1 - random 2&#41;,random 2&#93;, 1, 0.005, 0.0042, 0.1, &#91;0.2,15,25&#93;, &#91;&#91;0.1,0.1,0.1,0.6&#93;, &#91;0.1,0.1,0.1,0.5 * _lifeTick/_lifeTicks&#93;, &#91;0.1,0.1,0.1,0.4 * _lifeTick/_lifeTicks&#93;, &#91;0.1,0.1,0.1,0.3&#93;, &#91;0.1,0.1,0.1,0.3&#93;&#93;, &#91;0,1,0,1,0,1&#93;, 40, 0.2, &#34;&#34;, &#34;&#34;, &#34;&#34;&#93;

    ~_delay

    _lifeTick = _lifeTick - 1
    ?_lifeTick &#62; 0 &#58; goto &#34;Begin&#34;

    [/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

  6. #6
    Thanks jacobaby. Going to test it right now.

  7. #7
    What am I supposed to put to [PUT YOUR BUILDING POSITION HERE]? I tried map coordinates and building name but it didnt work.

  8. #8
    Retired Moderator
    Join Date
    May 26 2002
    Location
    Chicago
    Posts
    4,467
    Don&#39;t just put the buildings number in there. Do "Object #". You have to have object before the buildings ID number
    Sergeant of Marines

  9. #9
    Is it possible to name the building, then use the building&#39;s name instead of the building ID?

  10. #10
    jacobaby
    Guest
    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 &#39;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

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