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I've used the Firedrop script to add more realistic looking flames and smoke to the fire.
The problem with using that is that the fire no longer acts as a lightsource.
And as you can see from the picture, if I light the fire the normal way as well, then the smoke effect from "this inflame true" just doesnt go with the rest of the fire and smoke, and plus I dont like the yellow/green light coming off it.
Is there a way to have the Firedrop act as a lightsource, or add a realistic orangey lightsource to it?
I tried using a flare, but its light is too stark, and I can't get a flare close to the ground without it going out.
I searched and saw some links to a "spotlight" add-on but they were all busted. Though it didnt say if I'd be able to change the colour of the lightsource...
Is it possible to have the fire lit normally ( inflame true etc ) and NOT give out smoke AND change the colour of the lightsource?
All help warmly appreciated. ***
( oh, and yes, that is Major Halliday and Geronimo ***
***)
EDIT - sorry bout the oversized pic, I resized it and reuploaded it, but it hasnt updated yet. 
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If you make fires with the drop command, it does give out light.
Though, in my opinion, it's a little dark.
Gameer
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Hmm, I didnt notice any light coming from the dropped fire.
If there is a way to boost the light source ... if it is weak like you say ... that might solve the problem.
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Short answer;
Dropped particles have no light source attached. They are brightly coloured which shows up in the dark, but there is no radiated light.
For the BAS Kiowas and MH47E I included a few little glow effects that I use in conjunction with the dropped fire particles. If you have those addons you could try them.
Or if it is just for you, you could modify your fire details in your config.bin to suit you.
TJ
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I have script a drop tool :
In a sample mission the player have one action : start drop
When he starts the drop generator (a fire drop effect), he has a second action for call a dialog.
In the dialog you have:
- Sliders for change : daytime, overcast,rain and fog
- Slider for manage the loop of creation of drop (0 to 1 second)
- Combo with cl_basic,fire,water,fireD (white fire),halfLight (nice light effects), sun, and halo.
- Combo for change spaceobject or billboard
- Sliders for lifetime,weight, volume,sizestart,sizeEnd
- Combo for select one of 4 colours (thefirst,second,3 and fourth)
- 4 sliders for colours
And last in bottom a text fieild with drop parameters update with values you select (the position not placing, only a sentence for easily placing the position of your particule)
With this you can understand how drop effects works, and create new one very easily.
Drop engine :download here
In my home page you can download a flak script, its a simulation of flak with drop command, in it you can see how use the scirpt relate to particule. It's a little bit more advanced, but you can see the powerfull of this command.
Amazing OFP!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ 11 May 2003,13:02)</td></tr><tr><td id="QUOTE">For the BAS Kiowas and MH47E I included a few little glow effects that I use in conjunction with the dropped fire particles. If you have those addons you could try them.
Or if it is just for you, you could modify your fire details in your config.bin to suit you.
TJ[/QUOTE]<span id='postcolor'>
TJ?
If I modify the config.bin would that not just affect the effect on my machine locally?
Others downloading the Mission I'm making would just see the normal fire effect, or would they?
As the mission I'm making includes the BAS MH47e, how would I go about using the glow effect you mentioned in your addon?
How did you create it? Is it simple?
Cheers,
Poet.
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drop ["halfLight" , "" , "SpaceObject" , 120 , 2.02261 , _The pos is here ***, [0,0,0] , 0 , 40 , 30 , 0 , [0.1,0.250001] ,[[0.62,0.72,0.81,0.75],[0.62,0.72,0.81,0.75],[0.62,0.72,0.81,0.75],[0,0,0,0.1]] , [0] , 0 , 0 , "" , "" , ""]
It's not a script it's a tool the line of parameters above is only copy paste from the edit field. Note if you put it on the ground you will have nice lights effects.
For use it :
1) start the mission
2) do action "drop generator"
3) do action "drop manager" for openning the dialog.
After you adjust the parameters with sliders and combo boxes for having what you want. When the effect is good, you copy (ctrl c) the drop command with all parameters exactly identical to the last change you have done.
Last replace _The pos is here with your own position of the drop creation.
You are right I will write a little tutorial, if you think it's a script and not tool you can't understand immediatly how to use it.
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Is that the Grand Unified Theory of Everything?
Or Coca Cola's Secret Recipe? 
I wasn't having a pop, uiox. I know that you set up a sample mission to show the user how to use it.
But it just puzzles me that a lot of people in OFP seem happy to spend hours, days even weeks working on a killer script or add-on, but then don't bother with the 5 minutes it takes to write a readme.
The first thing I look for when I download just about anything is a readme. ( you'll never catch me asking BAS how to load a Jeep onto their Chinook
)
And I've come across some scripts where the sample mission was so complicated I just had to give up ( I think it was an AI respawn script someone had done, with dozens of triggers and waypoints, and no simple instructions for us poor noobs ).
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