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shpagin

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Reply with quote  #1 
Am looking for a script that will allow me to have billowing black smoke running during a mission.  Appreciate any assistance.  Thanks
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Gunter Severloh

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Reply with quote  #2 
If you were to do this, i suggest looking at JTD smoke and see how it was done, see here:
http://www.armaholic.com/page.php?id=7383

thing is, you get alot of tanks, or whatever buring and tons of smoke, it will render your game/mission down to a slide show, Aram, and IF being the same engine
can kill a game if to much smoke is on screen, and considering not everyone uses the same computer, so processing power and gpu power will effect how the game
runs for them when smoke and fire is in a mission, this is why its important to understand the limitations with a mission.

test and give feedback when implementing such features. realism to me is essential in immersion, but not at the cost of performance.

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shpagin

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Reply with quote  #3 
OOOOOH, you know me so well   Want it for environmental effects to get folks thinking they are on a real battlefield.  But as you know, I tend to put too much environmental effects in my scenarios it does often cause lag with folks with older computers   But I tend to go overboard for the historical rather than the gaming aspect.  I need to do better job to balance both.  Likely why few play my scenarios   But that is ok, my enjoyment is trying to recreate scenarios that are as historically accurate and  realistic as possible

I saw that smoke option, but it would require everyone to have that smoke mod.  I am looking for something that is a script so no mod is required for users of my scenario to have. The scenario I am working on, all the first person accounts talked about the intensity of the smoke on the battlefield and actual video footage of the battle shows exactly what they are talking about.  Am doing this battle I am currently working on in 10 small vignettes.  So don't think it will bog down.  But your caution is wise.

Found some excellent research material on the historical tank battle I want to do in IF44.  But, plan to hold off until the great team working on opening it up to modding is ready and new mod material comes available here. For instance I need the Tiger I with camo for the Eastern Front, not what they shipped it with for the Western Front.  So I am working this other battle series in a different mod and keep on researching and getting scripts ready for what I want to do in IF44.  I want to really do my part to help keep this great game alive and at the right time I will put in the hours to offer a really fantastic campaign series, from the historical perspective on a major tank battle on the Eastern Front in 1944. 

You guys keep up the great work, I for one am solidly behind you!!!!

PS, once we can mod, I want to learn to create new maps. I have 3D software I am learning, so if you can point me to any reference materials to create new maps, I would appreciate it.  With what IF44 offers right now, some maps of Russia, like Kursk, would open up so many options for new and historically based scenarios with the material already in IF44. So I would like to see if I could school myself to help in this regard.





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Gunter Severloh

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Reply with quote  #4 
The mod i linked can be opened, and seen how it was scripted, as it can be recreated, in a script.
obviously the mod would be required on everyone's machine if you were to build your mission with it but actually only assets of it you have in the game from
the mod would require the mod to be loaded when playing the scenario.

 i dont know of any commands, codes, or scripts that would add black billowing smoke to the game.
I know the FDF mod for the WW2 aspect for OFP had some nice clean billowing smoke that seemed to really make one feel immersed,
it seemed to look more realistic then what JTD produced for Arma2

Suggest you stay on topic, hence a script or something to add smoke to your missions.

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shpagin

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Reply with quote  #5 
I might not need it.  I may just work it by destroying key equipment in the background.  Here is a  screen shots from Red 1 Beachhead.  I will end up doing 9 scenarios as I have researched it to cover the major parts of this historical battle.  But also continue research on the major tank battle I plan for IF44. It will also end up to be about 9-11 scenarios.

  
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Tayuk

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Reply with quote  #6 
Try this Shpagin, the 2nd part on the page, called mayhem Fire and Smoke, there gives you one or tow options to have things burning or just smoking (don't forget functions module on the map to make it all work).

Mayhem Fire and Smoke
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shpagin

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Reply with quote  #7 
Thanks Tay for the help. Also great job putting all the scripts in the script section.  Very useful. 
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shpagin

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Reply with quote  #8 
Tried the Mayhem script but all I get is an error that says "Type Scropt, expected nothing" 
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Tayuk

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Reply with quote  #9 
Ok, to test it out, put a player on the map
place a wreck and call it car
Put on the map the functions module
place a trigger around your man activated by anyone with this in its on activation box
burn = [car,5,time,false,false] spawn BIS_Effects_Burn;


Then create an init.sqf file with this line in it
BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";





And enjoy the billowing black smoke

 
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shpagin

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Reply with quote  #10 
Tried it, but it is not finding the script in the init file.  Think the location is not correct for me.  I am running Steam.  Wonder if I could download that SQF file and put it in the mission folder.
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Tayuk

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Reply with quote  #11 

That is strange, but maybe it is something to do with the steam version, but It doesn't make any sense

So I tried what you suggested and that seems to work.

No code is required in the init.sqf, unless you want to use the same code as in the trigger but instead of.

The code in the trigger is now this

burn = [car,5,time,false,false] execVm "burn.sqf";


and the burn.sqf is this
//Burning vehicles. By Maddmatt, for ArmA 2
//params: [unit,intensity,time,lifecheck,fade]

/*
How to use
[unit,intensity,time,lifecheck,fade] execVm "burn.sqf"

unit: the name of the object that the fire will be attached to
intensity: the intensity of the fire. Recommended to use values between 0.7 and 10, higher values may be used if desired though.
time: the time that the fire started. use global variable "time". this is used to keep effects synced for JIP players
lifecheck: if this is true then the unit will only burn as ling as it is dead (!alive unit). set to false to burn things like buildings and gamelogics
fade: if true then the fire will die down over time, eventually dying out. set to false if you want it to keep burning. (affected by rain too).

If you want to kill a fire you can delete the object it is attached to.
hint: you can attach a gamelogic to a moving object via the attachto command, and then make the gamelogic burn.
that way you can kill the fire without deleting the object.

examples:
To make a gamelogic named mygamelogic burn forever with a big fire:
[mygamelogic,10,time,false,false] execVm "burn.sqf"

same with medium sized fire:
[mygamelogic,5,time,false,false] execVm "burn.sqf"

To make a gamelogic burn and have the fire fade over time:
[mygamelogic,10,time,false,true] execVm "burn.sqf"

To make it smoke, with no visible flame you can use an intensity of 3 or lower:
[mygamelogic,3,time,false,false] execVm "burn.sqf"


*/
_v = _this select 0;
_int = _this select 1;
_t = _this select 2;
_tdiff = time - _t;
_lifecheck=true; //if true then script will only run while unit is 'dead'
_fade=true; //if true then fire will fade over time and according to rain, eventually dying out.
private ["_snd"];
if (count _this > 3) then {_lifecheck=_this select 3};
if (count _this > 4) then {_fade=_this select 4};
if (_fade) then {_int = _int - (_tdiff*0.02/3)};

_fl = "#particlesource" createVehicleLocal getpos _v;
_fl attachto [_v,[0,0,0],"destructionEffect2"];
_fl setdropinterval 0.02;

_sm = "#particlesource" createVehicleLocal getpos _v;
_sm attachto [_v,[0,0,0],"destructionEffect1"];

_li = "#lightpoint" createVehicleLocal getpos _v;
_li setLightBrightness 0;
_li setLightAmbient[0.8, 0.6, 0.2];
_li setLightColor[1, 0.5, 0.4];
_li lightAttachObject [_v, [0,0,0]];

if (isserver) then
{
_snd = createSoundSource ["Sound_Fire", getpos _v, [], 0];
_snd attachto [_v,[0,0,0],"destructionEffect1"];
};


while {(_int>3) && !(alive _v && _lifecheck) && (getpos _v select 2 > -2.5) && !(isnull _v)} do
{
_fl setParticleParams
[["\Ca\Data\ParticleEffects\Universal\Universal", 16, 10, 32],
"", "Billboard", 1, 0.3*_int,
"destructionEffect2",[0, 0, 0.17*_int],
0, 10, 7.9, 1, [0.3*_int, 0.05*_int],
[[1,1,1,-0], [1,1,1,-1], [1,1,1,-1], [1,1,1,-1], [1,1,1,-1], [1,1,1,0]],
[0.5, 1], 1, 0, "", "", _v];
_fl setParticleRandom [0.04*_int, [0.1*_int, 0.1*_int, 0.1*_int], [0.05*_int, 0.05*_int, 0.05*_int], 0, 0.06*_int, [0, 0, 0, 0], 0, 0];

_cl = 0.8/_int;
_sm setDropInterval (0.02*_int);
_sm setParticleParams
[["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48],
"","Billboard",1, 3*_int,
"destructionEffect1",[0, 0, 0.5*_int],
0, 0.05, 0.04, 0.05, [0.5 + 0.5*_int, 3 + 3*_int],
[[_cl, _cl, _cl, 0.2],[_cl, _cl, _cl, 1],[_cl, _cl, _cl, 1],
[0.05+_cl, 0.05+_cl, 0.05+_cl, 0.9],[0.1+_cl, 0.1+_cl, 0.1+_cl, 0.6],[0.2+_cl, 0.2+_cl, 0.2+_cl, 0.3], [1,1,1, 0]],
[0.8,0.3,0.25], 1, 0, "", "", _v];
_sm setParticleRandom [0.7*_int, [1 - _int/10,1 - _int/10,1 - _int/10], [0.2*_int, 0.2*_int, 0.05*_int], 0, 0.3, [0.05, 0.05, 0.05, 0], 0, 0];

_li setLightBrightness (_int/30);


if (_fade) then {_int=_int - 0.02 - rain/10;};
sleep 3;
};

deletevehicle _fl;

while {(_int>0.7) && !(alive _v && _lifecheck) && (getpos _v select 2 > -2.5) && !(isnull _v)} do
{
_cl = 0.8/_int;
_sm setDropInterval (0.01 + 0.02*_int);
_sm setParticleParams
[["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48],
"","Billboard",1, 3*_int,
"destructionEffect1",[0, 0, 0.5*_int],
0, 0.05, 0.04, 0.05, [0.5*_int, 3*_int],
[[_cl, _cl, _cl, 0.2],[_cl, _cl, _cl, 1],[_cl, _cl, _cl, 1],
[0.05+_cl, 0.05+_cl, 0.05+_cl, 0.9],[0.1+_cl, 0.1+_cl, 0.1+_cl, 0.6],[0.2+_cl, 0.2+_cl, 0.2+_cl, 0.3], [1,1,1, 0]],
[0.8,0.3,0.25], 1, 0, "", "", _v];
_sm setParticleRandom [0.7*_int, [1 - _int/10,1 - _int/10,1 - _int/10], [0.2*_int, 0.2*_int, 0.05*_int], 0, 0.3, [0.05, 0.05, 0.05, 0], 0, 0];

_li setLightBrightness (_int/30);

if (_fade) then {_int=_int - 0.02 - rain/10;};
sleep 3;
};

deletevehicle _sm;
deletevehicle _li;
if (isserver) then {deletevehicle _snd;};


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shpagin

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Reply with quote  #12 
TayUK, you the Man!!!!!  You solved my problem spawning playable tank crews in tanks before and now the smoke, plus all the scripts you have added to this site!!! Placing script in Mission folder and updating Init totally worked.  this will help in my current probject and the IF44 tank battle series I will start later.  you and Gunter are great!!!

Here is early test video of my new project with your smoke:

<iframe width="560" height="315" src="
" frameborder="0" allowfullscreen></iframe>
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santiagojamesaea

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Reply with quote  #13 
Thank you both,
If i may add just one comment.... you have to rename your sqf file to burn.
Maybe everyone knows things like that except me!!It took me an hour to figure it out!!
Really,but REALLY looking forward to your misions shpagin!
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