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| ArmA 2 & OA : CONFIGS AND SCRIPTING (addons) Discussion on editing CPP's, SQS', SQF's and getting your work from O2 to Arma 2 & the standalone expansion Operation Arrowhead |
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Warrant Officer
Join Date: May 2002
Posts: 2,194
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Tutorial: Creating custom vehicle muzzleflashes
Tutorial: Creating custom vehicle muzzleflashes
This should give some insight on creating custom main weapon muzzleflashes for vehicles. First of all set up 2 sqf files. Put them both into your \my_addon\scripts\ directory: 1. init.sqf Code:
/*******************************************************************************
* Special FX secton *
*******************************************************************************/
if (isNil "MYADDON_Effects_Init") then
{
MYADDON_Effects_Init = true;
MYADDON_Effects_EH_Fired = compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\fired.sqf";
MYADDON_Effects_EH_Killed = compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\killed.sqf";
MYADDON_Effects_HeavyCaliber=compile preprocessFileLineNumbers "\my_addon\scripts\heavycaliber.sqf";
//must use spawn command for these:
BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";
BIS_Effects_AirDestruction=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\AirDestructionStage2.sqf";
BIS_Effects_Secondaries=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\Secondaries.sqf";
//BIS_Effects_RocketTrail=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rockettrail.sqf";
};
Code:
private ["_u", "_sh","_i","_no","_int","_vel","_p3d","_light","_li"];
_u = _this select 0;
_sh = nearestobject [_u, _this select 4];
_i=1;
_no=2;
//Flash
drop [["\ca\Data\ParticleEffects\Universal\Universal",16,2,32], //objecct
"", //Animation name
"Billboard", //Type
1, //Timer periods
(0.12 + 0.015*_i), //Life time
[0,0.7,0.1], //Position
[0,1,0], //move velocity
0, //rotation velocity
10, //weight
0.5, //volume
0.075, //rubbing
[0.5, _i*1], //size
[[1, 1, 1, -2],[1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]], //color
[3 + random 2], //Animation Phase
0, //Random dir
0, //Random dir intensity
"", //On timer
"", // before destroy
_sh];
// Night Light
_li = "#lightpoint" createVehicleLocal getpos _sh;
_li setLightBrightness 0.2;
_li setLightAmbient[0.8, 0.6, 0.2];
_li setLightColor[1, 0.5, 0.2];
//_li lightAttachObject [_u, [0,1.1,0.1]];
//Smoke
private ["_weh","_life"];
_u= _this select 0;
_sh = nearestobject [_u, _this select 4];
if ((_u iskindof "Helicopter") && (isengineOn _u)) then
{
_weh=1;
_life= 0.8;
}
else
{
_weh = 0.104;
_life= 1.3 + random 0.6;
};
drop [["\ca\Data\ParticleEffects\Universal\Universal",16,12,8],
"",
"Billboard",
1,
_life,
[0, 1.1, 0.1],
[0, 5 + random 4, 0],
0,
_weh,
0.08,
0.2,
[1.5, 5 + random 3],
[[0.7, 0.7, 0.7, 0.2 + random 0.1],
[0.8, 0.8, 0.8, 0]],
[1/_life], 1, 0, "", "", _sh,random 360];
drop [["\ca\Data\ParticleEffects\Universal\Universal",16,12,8],
"",
"Billboard",
1,
0.3,
[0, 1.1, 0.1],
[0, 0, 0],
0,
_weh,
0.08,
0.5,
[0.4, 2.5],
[[0.3, 0.3, 0.3, 0],[0.5, 0.5, 0.5, 0.25],[0.7, 0.7, 0.7, 0]],
[2],
1,
0,
"",
"",
_sh,
random 360];
//remove light
_li spawn
{
sleep 0.05;
deletevehicle _this;
};
In the cfgAmmo defenition of the ammunition of the weapon add a line: Code:
muzzleEffect = "MYADDON_Effects_HeavyCaliber"; Code:
class EventHandlers
{
init = "_this call compile preProcessFile ""\my_addon\scripts\init.sqf"";";
fired = "_this call MYADDON_Effects_EH_Fired;"; // on weapon fired
killed = "_this call MYADDON_Effects_EH_Killed;";
};
!
__________________
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![]() | Tutorial: Creating custom vehicle muzzleflashes |
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