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Author Topic: using cat effects to simulate a flaming building  (Read 558 times)

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BronzeEagle

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using cat effects to simulate a flaming building
« on: 30 Jul 2003, 17:32:26 »
Okay I'm making this delta force mission where they kidnap a terrorist leader from a pub, find a cache of weapons,  blow it up and get out of dodge, but once the building blows up I want the building to look like its on fire so I'm going to use the cat effects pack.  I want when that crate is destroyed that the fire object appears in a certain spot with the code "this inflame true" already in it init field.  I can get the coordinates for where the fire should be but how do I set up this script?  

Offline KJAM

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Re:using cat effects to simulate a flaming building
« Reply #1 on: 30 Jul 2003, 18:52:16 »
just one question.......why, is a terrorist leader...........in all the high security bases he could be............in a flamin PUB!?!?!?!!!!! , mind you, they could start trying to look for saddam in pubs......they aint found him elsewhere lol

Offline General Barron

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Re:using cat effects to simulate a flaming building
« Reply #2 on: 30 Jul 2003, 20:50:20 »
Actually, you may as well create the fire when you need it, instead of moving it in at a certain time. Just use the following lines:

Code: [Select]
fire = "catfireXXX" createvehicle [fire position]
fire inflame true

where "catfireXXX" is the type of cat effect (found by placing a fire in a map, saving it, and then looking in the mission.sqm under "vehicle = XXX").
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