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Author Topic: Fire after an explosion  (Read 1367 times)

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Yahoo

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Fire after an explosion
« on: 08 Feb 2003, 01:30:44 »
is fire after an explosion possible using the drop command or something cos i think that would be sooo cool when you see a large battle and where all the missiles etc hit the ground there would be fire

Pandoz

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Re:Fire after an explosion
« Reply #1 on: 11 Feb 2003, 04:06:08 »
Yes that is possible

im not very educated on the drop command stuff or the particle things cause im old school and havent had any time to learn new stuff:)

so i know its possible but sorry i cant help

Yahoo

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Re:Fire after an explosion
« Reply #2 on: 11 Feb 2003, 23:17:07 »
Well thanks for trying!

Pandoz

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Re:Fire after an explosion
« Reply #3 on: 12 Feb 2003, 04:54:37 »
yep...if uve seen some of the new scripts for airplanes being dmg'd and when they reach a certain point they smoke and catch fire...it is that basic concept...only this should be easier since its not moving...if u could get a hold of those guys im sure they could help you pretty easily.

MajestyTheDogg

  • Guest
Re:Fire after an explosion
« Reply #4 on: 13 Feb 2003, 14:41:45 »
Hi.
I made the smokescript for the fokker of the no man's land mod. But, I think it's different to make it burning after an explosion, you could make an object burn, but the rest would be different.

Pandoz

  • Guest
Re:Fire after an explosion
« Reply #5 on: 14 Feb 2003, 05:59:45 »
i had seen one script a few days ago where it had pictures of a plane that had hit the ground and it was burning dont remember where though. On the Fokker..once it hits the ground i noticed every once in a while for some reason the fire deattaches itself and burnes in mid-air near the ground after a crash...couldnt u just use that theory and keep it still and on the ground?

Yahoo

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Re:Fire after an explosion
« Reply #6 on: 14 Feb 2003, 23:13:39 »
 :-\ :-\??? not sure

Offline Capt Ryan

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Re:Fire after an explosion
« Reply #7 on: 18 Feb 2003, 11:37:40 »

Its sure posible , i use it  . The script is orginal done by SGG Plazmoid for multiplayer dogfights .

Look at this tread and download the intire demo mission /script  :

http://www.ofpec.com/yabbse/index.php?board=8;action=display;threadid=4962

All you have to do now is to disable respawn  , respawn.sqs

Fire and smoke destroyed.sqs can be adjusted in size and lenght of burning and smoking .

There is also fuel loss.sqs and some more , but you can use each smoke fire script alone as long as the init line contains the initial execute on the unit .

This chek if unit is damaged or dead and excute the sqs if so , you can also set the dammage diffrent but 5 seems to work best  .

Its a bit complicated but once you discover the diggits who control smoke and fire its quit easy to use . Jst remmber one thing lots of fires suck up you processor and memory and a benchmark cpu speed above 1500 is a must ;o) so dont make the fire and smoke run to long on tanks , planes will burn as long as they fly !

SGG Plazmoid has done a pretty cool pice of scripting here  jst go have a look  -


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

Yahoo

  • Guest
Re:Fire after an explosion
« Reply #8 on: 20 Feb 2003, 14:07:28 »
no offence but that is not what i wanted cheers anyway!
« Last Edit: 20 Feb 2003, 14:09:56 by Yahoo »