Home   Help Search Login Register  

Author Topic: nothing but a puff...  (Read 502 times)

0 Members and 1 Guest are viewing this topic.

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
nothing but a puff...
« on: 03 Feb 2005, 18:45:59 »
heheh. right, i'm trying to camcreate a flare into being, and having had a look in the tutorials i can find nothing about camcreating them, only making loons fire them. having learned about camcreating 2 colliding shells to make an explosion in midair, i thought the same principle might be true here, but all i'm getting is a wee puff of smoke and that's it...

Code: [Select]
{Flare} camcreate [getmarkerpos "flare" select 0, getmarkerpos "flare" select 1, 2]

what am i doing wrong?

Offline ACF

  • Members
  • *
  • Llama?? Ain't that French for tanks?
Re:nothing but a puff...
« Reply #1 on: 03 Feb 2005, 19:32:45 »
The default BIS "flares" needs to be created at a height, say 100m, because they are starshells and drop.  They disappear on contact  with the ground.

There's also a couple of seconds delay between camcreating one and it illuminating.

I believe there are some light sources in the BAS packages, but it's a big download just for those.


Seabiscuit

  • Guest
Re:nothing but a puff...
« Reply #2 on: 03 Feb 2005, 20:22:45 »
I used this successfully in missions where I need a flaretrap

_AmmoType = "flare"
_tempObj = _AmmoType camCreate[_cx, _cy, _cz]
~0.01
_tempObj = objNull

Are you looking for an explosion to occur? Because I don't think you'll get one with 2 flares. If you want multiple flares next to each other then set their x-y coords just slightly different and loop the code above.


Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:nothing but a puff...
« Reply #3 on: 04 Feb 2005, 03:17:30 »
Your syntax is alll fucked up, to use the technical term.   Check the example in the online comref, though actually you'll need to amend it to get the height.

A flare will light automatically in the air, you don't need to create a second to collide with it.  Flares go out automatically when they get close to the ground.   It is hard or impossible to see them in daylight or twilight.
« Last Edit: 04 Feb 2005, 03:18:18 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline OFPWiZard

  • Members
  • *
Re:nothing but a puff...
« Reply #4 on: 04 Feb 2005, 05:45:00 »
What about adding an even6Handler????

init.sqs
Quote
flare addeventhandler ["fired", {[flare, _this select 4, _this select 1, _this select 3] exec "follow.sqs"}]

follow.sqs
Quote
_man = _this select 0
_RatingMan = rating _man
_bullet = nearestObject [_man, _this select 1]
_weapon = _this select 2
_ModeDeTir = _this select 3
_man cameraeffect ["TERMINATE","Front"]

setAccTime .5

? speed _bullet == 0 : goto "end"

_bullet cameraeffect ["EXTERNAL","Front"]
_bullet camSetTarget _man
_bullet camSetRelPos [3,3,1]
_bullet camCommit 0
_bullet camSetTarget s1
@speed _bullet != 0
? rating _man != _RatingMan : goto "camera"


#camera
titlecut ["", "BLACK IN",0]
_cam = "camera" camCreate [0,0,0]
_cam cameraEffect ["INTERNAL","Back"]
_cam camSetTarget _bullet
_cam camSetRelPos [3,3,1]
_cam camCommit 0
@camCommitted _cam

setAccTime .5

@speed _bullet == 0
? rating _man == _RatingMan : goto "end"

showCinemaBorder FALSE

_bullet cameraeffect ["FIZED","Front"]
~1.5


#end
_man cameraeffect ["TERMINATE","Front"]
camDestroy _cam

setAccTime 1

showCinemaBorder TRUE

^^ create a man named flare (such as a Resistance Officer (night) ... and make it dark.

Then shot the flare...

It chould follow the flare if you want it to... just edit the script.

*****

Is this somethign you wanted... if not... explain what you meant.

StonedSoldier

  • Guest
Re:nothing but a puff...
« Reply #5 on: 04 Feb 2005, 13:11:53 »
{flarered} camcreate [getpos sumthing select 1,getpos sumthing select 2,200]