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Author Topic: Distant war flashes  (Read 1085 times)

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O Neil

  • Guest
Distant war flashes
« on: 03 Nov 2002, 04:15:47 »
Hey

soz for this cause it's a little far feched. Is there anyway you could have distant flashes' when you activate the combat ambience? This would only work of course, at night.

Thxs

PS: soz, wasn't sure where to post this. :-\

Offline SafetyCatch

  • Members
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  • War...it's fantastic!
Re:Distant war flashes
« Reply #1 on: 03 Nov 2002, 18:28:24 »
try camcreating some flares where you want the flashes to come from
 :)

O Neil

  • Guest
Re:Distant war flashes
« Reply #2 on: 04 Nov 2002, 06:30:01 »
Soz

Don't understand cam create stuff, and the tuorials don't help either.

Soz :'( :'(

CiA Blaschoiw

  • Guest
Re:Distant war flashes
« Reply #3 on: 04 Nov 2002, 13:24:12 »
The tutorials dont help ?!?
So if I get you right you want someone to do all the work for you ? Best would be to build it into your mission eh ? Sorry lad the tuts on this are quite good and there are also templates around for bombing that surely will fit your needs. Just open your eyes.

seanver

  • Guest
Re:Distant war flashes
« Reply #4 on: 06 Nov 2002, 19:57:56 »
Well. If you want to see distant combat flashes, you can camcreate some shells. To do this, first you have to set the position for them. To do that, create in the editor some gamelogics at the position you want. Far enough from the player to not injure him and to make them look as if they were in the d i  stant but near enough to be able to see them.

Now name the gamelogics. For example you have eight, so give them a name. LEt's say g1, g2, etc. Now we're going to use a script so we can create random explosions. This script is the one I used in my campaign and I created it myselft -I'm sure
there are better scripts than mine, but it works well-

Code: [Select]

; Script to make random explosions. For Guerilla Attack I Campaign. By SeAnVeR

_wa = _this select 0

#loop
_ran = random 8

? (_ran <= 1) : goto "one"
? (_ran <= 2) : goto "two"
? (_ran <= 3) : goto "three"
? (_ran <= 4) : goto "four"
? (_ran <= 5) : goto "five"
? (_ran <= 6) : goto "six"
? (_ran <= 7) : goto "seven"
? (_ran <= 8) : goto "eight"

#one

bomb = "heat120" camcreate (getpos g1)

goto "end"

#two

bomb2 = "heat120" camcreate (getpos g2)

goto "end"

#three

bomb3 = "heat120" camcreate (getpos g3)

goto "end"

#four

bomb4 = "heat120" camcreate (getpos g4)

goto "end"

#five

bomb5 = "heat120" camcreate (getpos g5)

goto "end"

#six

bomb6 = "heat120" camcreate (getpos g6)

goto "end"

#seven

bomb7 = "heat120" camcreate (getpos g7)

goto "end"

#eight

bomb8 = "heat120" camcreate (getpos g8)

goto "end"

#end

~(random _wa)

goto "loop"


Create a file called combat.sqs (you can give it another name, though) and in the On activation field of a trigger put
  • exec "combat.sqs" Put instead of x the maximun seconds you want to wait between two explosions.

Captain Winters

  • Guest
Re:Distant war flashes
« Reply #5 on: 06 Nov 2002, 23:02:38 »
hey where can i get the thingy above with the flares? i think these 2 scritps combined together would look cool!

O Neil

  • Guest
Re:Distant war flashes
« Reply #6 on: 10 Nov 2002, 05:54:42 »
Hey

Thxs for the advice but when I've put the file in the mission folder, made a trigger 5000×5000, west and put in

                           exec| "combat.sqs"

But it says invalid variable. (Where the line is)

Soz ???

Azraell

  • Guest
Re:Distant war flashes
« Reply #7 on: 24 Nov 2002, 14:26:54 »

make sure its:   [] exec "comabt.sqs"     :just like u see it


and to camcreate something with in game trig:say i want a flare to appear  100meters over my guy (dude) ,


flare1="flare" camcreate[getpos dude select 0, getpos dude select 1,100]      <------ just as u see it


flare1 is the name ur giving that flare select 0,select 1 are x,y coords and 100 being the height.dude is the name of ur dude...can be whatever, a logic,trigger, a vehicle, etc...etc...

valid flares are:

flare
flarered
flaregreen
flareyellow<----i think

some valid bombs:

heat73
heat105
heat125
shell125
shell120

theres many more.....just get unoffical comref...has em all in there...rockets, nades....

have fun with ur weapons of mass destruction ;D

O Neil

  • Guest
Re:Distant war flashes
« Reply #8 on: 24 Nov 2002, 22:40:26 »
hey

Soz, short attntion span here, I have tried this however. If you want to see how well it works, I'll give you the mission.
o.neil@paradise.net.nz

I've used the mortar,    unitname fire ["M16","mortar","mortar"]  and they fire straight up in the air, then you get a flash in the background.
Ever thought of that?

O Neil 8)

Azraell

  • Guest
Re:Distant war flashes
« Reply #9 on: 25 Nov 2002, 14:08:11 »
that was how it was done a time ago when no1 knew of the camcreating shells, and stuff, but u dont need a guy in there shooting up the shells for effects, you want just the shell.but, whatever works ;)

O Neil

  • Guest
Re:Distant war flashes
« Reply #10 on: 26 Nov 2002, 05:44:17 »
"...but u dont need a guy in there shooting up the shells for effects"

How do you do that?


Azraell

  • Guest
Re:Distant war flashes
« Reply #11 on: 26 Nov 2002, 14:19:06 »
how do you do that... look up a few in this thread, i just wrote out how to camcreate a flare or shells...............




and to camcreate something with in game trigger:say i want a flare to appear  100meters over my guy (dude) ,


flare1="flare" camcreate[getpos dude select 0, getpos dude select 1,100]      <------ just as u see it


flare1 is the name ur giving that flare, select 0-select 1 are x,y coords and 100 being the height.dude is the name of ur dude...can be whatever, a logic,trigger, a vehicle, etc...etc...

valid flares are:

flare
flarered
flaregreen
flareyellow<----i think

some valid bombs:

heat73
heat105
heat125
shell125
shell120

theres many more.....just get unoffical comref...has em all in there...rockets, nades.... :-\ :P



just camcreate the effects u need, you dont need a stray guy shooting up mortar shells.....