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Author Topic: WWII flak fire with smoke puffs  (Read 1209 times)

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Offline Capt Ryan

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WWII flak fire with smoke puffs
« on: 07 May 2003, 12:45:12 »
I used this recepie for doing flak in the air in WWII airborne missions -

Its okay but if it had some smoke puffs withe and grey mixed it wut be perfect - something like white in mid and grey around and conneted with the flash when the shell goes of .  I cant figure out how to put the drop command in there for the smoke so ill be more than happy for some help - how to add the smoke into this script :


;number of explosions
_num = 30
;spreading area
_spread = 80
;random delay between explosions
_delay = 1.0

;counter to keep track of how many explosions so far
_count = 0

;beginning of loop
#beg

;setting everything to zero
_nx = 0
_ny = 0
_nz = 0
_x = 0
_y = 0

;generates plus or minus 1
_plusminus = (random 10)
?(_plusminus <= 5) : _plusminus = -1
?(_plusminus > 5) : _plusminus = 1

;determines how far off center the explosion will happen
_nx = (random _spread) * _plusminus

_plusminus = (random 10)
?(_plusminus <= 5) : _plusminus = -2
?(_plusminus > 5) : _plusminus = 2
_ny = (random _spread) * _plusminus

;determining floor and ceiling of explosions
_height = random (140)
?(_height < 140):_height = _height + 140

;new coordinates of explosion (I don't have _z or _nz in here because it's always 0
;you can easily add air bursts though.
_nx = _nx + _x
_ny = _ny + _y
_nz = _nz + _height
 
;add random delay up to delay specified by user (if you want constant rate, just take out the random
~(random _delay)

;creating explosion
Explo1="Shell73" CamCreate [(getpos gamelogic2 select 0)+_nx,(getpos gamelogic2 select 1)+_ny,_nz]
Explo2="Shell73" CamCreate [(getpos gamelogic2 select 0)+_nx,(getpos gamelogic2 select 1)+_ny,_nz]

;increment counter
_count = _count + 1

;check if done
?(_count == _num):exit

;if not done, do another explosion
goto "beg"

----------------------------------------------------

The smoke puffs must not be around to long jst like 10 - 15 sec to keep a posible lag down and then fading away,  as it shut be combined with something like 6 C47 stuffed with paratroopers jumping out  -  Help anyone    ::)

Ryan  
« Last Edit: 07 May 2003, 12:49:25 by Capt Ryan »
Capt Ryans WWII Adventures -  http://www.ofpww2.dk

CrashnBurn

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Re:WWII flak fire with smoke puffs
« Reply #1 on: 07 May 2003, 19:41:12 »
change one of the "Shell73" to a "Heat73".

Offline Capt Ryan

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Re:WWII flak fire with smoke puffs
« Reply #2 on: 14 May 2003, 22:40:00 »
Thanx  m8  -  ;) But its not doing the "smoke-puffs" .

WWII anti aircraft simulated the Ak-Ak puffs  - explosion and a a minor cloud of black smoke who disapears after 15 - 20 sec , thats why i wanna know how to "inject" a smoke script into the above flak script . The shell type does varriate the sound but no puffs.

Ryan
« Last Edit: 15 May 2003, 20:28:54 by Capt Ryan »
Capt Ryans WWII Adventures -  http://www.ofpww2.dk

FAB

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Re:WWII flak fire with smoke puffs
« Reply #3 on: 29 May 2003, 19:43:37 »
It's because all smoke effects from the ammo only works on the ground. What you can do is to create a new kind of SmokeShell with different smoke properties and very limited lifetime, it will work on the air (and then fall on the ground, but use an empty model), or use the drop script function, but it's for resistance only.

Offline Capt Ryan

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Re:WWII flak fire with smoke puffs
« Reply #4 on: 01 Jun 2003, 02:13:13 »

;o)  ill give  it a try  --  



(testing your fab.pbo on Inv44 Tiger great work)

Ryan

   
Capt Ryans WWII Adventures -  http://www.ofpww2.dk

Offline Capt Ryan

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Re:WWII flak fire with smoke puffs
« Reply #5 on: 20 Aug 2003, 18:41:21 »
K - guys  here is the sulution - Real WWII flak with smokepuff -
I did a littel experimenting with Vectorboson drop commands . one simple line does the puffs :

drop ["cl_basic", "", "Billboard", 5, 5, [0, 0, 0], [0, 0, 0], 0, 1.2, 1, 0, [10,20],[[0,0,0,1],[0,0,0,0]],[0],0,0,"","",_mine]

So try it its really cool and very realistic  -

Heres the script complete : ( RESISTANCE ONLY ! )
-------------------------------------------------------------------

; Capt Ryans realistic WWII Adventures WWII Flakscript
;
; You need a gamelogic unit called gamelogic1 to make the script work at the position you want.

;number of explosions
_num = 160
;spreading area
_spread = 200
;random delay between explosions
_delay = 0.5

;counter to keep track of how many explosions so far
_count = 0

;beginning of loop
#beg

;setting everything to zero
_nx = 0
_ny = 0
_nz = 0
_x = 0
_y = 0

;generates plus or minus 1
_plusminus = (random 10)
?(_plusminus <= 5) : _plusminus = -1
?(_plusminus > 5) : _plusminus = 1

;determines how far off center the explosion will happen
_nx = (random _spread) * _plusminus

_plusminus = (random 10)
?(_plusminus <= 5) : _plusminus = -1
?(_plusminus > 5) : _plusminus = 1
_ny = (random _spread) * _plusminus

;determining floor and ceiling of explosions
_height = random (100)
?(_height < 100):_height = _height + 100

;new coordinates of explosion  
;you can easily add air bursts .
_nx = _nx + _x
_ny = _ny + _y
_nz = _nz + _height
 
;add random delay up to delay specified by user (if you want constant rate, just take out the random
~(random _delay)

;creating explosion
_mine="shell120" CamCreate [(getpos gamelogic1 select 0)+_nx,(getpos gamelogic1 select 1)+_ny,_nz]
_mine="shell120" CamCreate [(getpos gamelogic1 select 0)+_nx,(getpos gamelogic1 select 1)+_ny,_nz]

drop ["cl_basic", "", "Billboard", 5, 5, [0, 0, 0], [0, 0, 0], 0, 1.2, 1, 0, [10,20],[[0,0,0,1],[0,0,0,0]],[0],0,0,"","",_mine]

;increment counter
_count = _count + 1

;check if done
?(_count == _num):exit

;if not done, do another explosion
goto "beg"

------------------------------------------------------

Capt Ryan

« Last Edit: 24 Aug 2003, 19:39:28 by Capt Ryan »
Capt Ryans WWII Adventures -  http://www.ofpww2.dk