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Author Topic: Stupid Flare question  (Read 735 times)

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cirkut5732

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Stupid Flare question
« on: 06 Jul 2005, 04:53:31 »
Hey Guys,
I never got to this in my mission cause it wasn't a necessity but now that my mission is done I need help

Basically I just need to start the mission with a flare billowing out red smoke.
I know it involves a trigger (i think lol) and a init line (THis flare is going to be seen ONLY in my intro cutscene, Can i put it in my sqs script?

Can someone please tell me what to do
(I can write a script for a 7 minute cutscene with over 35 camera angles and motions, but I cant put a smoking red flare on the ground)

Thanks a bunch you guys, This website is so great, You guys better not leave!!!!!

Offline bedges

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Re:Stupid Flare question
« Reply #1 on: 06 Jul 2005, 07:23:03 »
Code: [Select]
fl = "smokeshellred" camcreate [x, y, 1]

when you say 'billowing out smoke' i take it you mean a smoke shell, rather than a flare. no smoke on flares y'see ;)

you can put the above code into the on'activation line of a trigger, or in the cutscene script - probably best in the script, more control that way - i.e. you can have the flare start and then fade in from black for example.

qqqqqq

  • Guest
Re:Stupid Flare question
« Reply #2 on: 06 Jul 2005, 12:31:39 »
Also flares go out when they get close to the ground.

Offline ACF

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Re:Stupid Flare question
« Reply #3 on: 06 Jul 2005, 17:05:45 »
I've used this one and it doesn't look half bad... but you'll have to check the class names etc. as it's coming from memory.  You will also need to tweak the offset below ground and the pauses for the same reason.  I think smokeshells burn for about 60s.  Try something like:

Code: [Select]
_flarepos = posarray/GetMarkerPos/GetPos/whatever
_flarepos Set [2,-0.5]

_smk = "SmokeShellRed" CamCreate _flarepos
_flm = "fire" CamCreate _flarepos
~3
_flm Inflame true
~50
DeleteVehicle _flm

The theory is a 'buried' smokeshell starts to smoke, then a buried fire is ignited to give a glow, then the fire is deleted as the smokeshell burns out.  Of course, a real smoke flare would glow before smoking, so you could set the fire off first depending on the effect you want - I got away with it (in the intro to 'A Touch of Frost' in the Missions depot) as the 'flare' was viewed from a distance,  it might look rubbish close up, though.

With a white smokeshell it makes a very reasonable tripflare effect for night missions.

cirkut5732

  • Guest
Re:Stupid Flare question
« Reply #4 on: 08 Jul 2005, 00:03:15 »
First of all Im sorry for not saying thanks for 2 days I totally forgot about this post, Anyways ya dumb me, I do mean a smoke shell not a flare, LOL by the way all your answers worked great and I really appreciate your time, Thanks again Im sure ill be back.....again!

Cheo

  • Guest
Re:Stupid Flare question
« Reply #5 on: 21 Jul 2005, 00:48:26 »
If you want to add your smoke shell in a ESPECIFIC position, just create a Game Logic exactly in the place you want your smoke shell, and name it, i.e., "cigar".
After that set a trigger with the Game Logic within the range, and type this code in the init field of the trigger:
p = "smokeshellred" camcreate getpos cigar
and in activation: Game Logic - Presence

It's a easy way ;)