OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: satchmo on 20 Jun 2003, 16:26:14

Title: No smoke
Post by: satchmo on 20 Jun 2003, 16:26:14
Is it possible to have a fireplace burning, and have no smoke.
And if so how???
Title: Re:No smoke
Post by: p00_p00 on 21 Jun 2003, 04:56:18
Well to have no explosion (fire) effects and no smoke whatsoever in the game due to low Frames, u can turn off Cloudlets in the option menu..... but thatd make the game bland but will make it run more smoothly
Title: Re:No smoke
Post by: Ace on 21 Jun 2003, 15:36:30
No
Title: Re:No smoke
Post by: deaddog on 22 Jun 2003, 00:28:04
Try asking Igor Drukov.  He wrote a really nice script called UltimateFire.sqs.  It's a burning vehicle script with lots of smoke.  Maybe he would be willing to modify it by removing the smoke and making the fire smaller.

It never hurts to ask.  :)
Title: Re:No smoke
Post by: satchmo on 22 Jun 2003, 10:31:25
Ive already checked the scripts mentioned and others.
The problem with these scripts are that well the are burning fine but produce no light. This is the effect i want. Open miss editor and place a fireplace change time to 00:00 and preview, then you see that from the fire a ceartain ligt come. Thats what im after. For exp i want to have a night mission where you have destroyed all ligts in town and only have these so called fires in houses, to make it see that there are somebody home.
Thats what i want.

Title: Re:No smoke
Post by: deaddog on 22 Jun 2003, 15:52:27
Maybe you can try using this streetlamp addon:

http://www.opflashpoint.org/features/streetlamp.zip

and bury the lamp inside the house, using setpos.  One of these lamps is low level.  But if it is a fire you are after then it will not be realistic to have a burning house without smoke.

Title: Re:No smoke
Post by: Igor Drukov on 22 Jun 2003, 16:39:31
Unfortunately there is no way to produce REAL light with a script (see here (http://www.ofpec.com/yabbse/index.php?board=8;action=display;threadid=10268)), the aim, or at least my aim, being to use as few add-ons as possible.

What I've been trying to do is to create a flare (which IS a source of light), and then a loop to setpos continually where you want, but it takes about two seconds for the flare to ignite, during which it keeps falling to the ground  :-\. That means that you can't stick it on a house ceiling or other.
I give you the script anyway, so you might figure out what you can do with it (it's quite plain, really) :

Code: [Select]
_object=_this select 0
_height=_this select 1
_flare="fire" camcreate [getpos _obj select 0,getpos _obj select 1,_h]
#loop
_flare setpos [getpos _obj select 0,getpos _obj select 1,_h]
~0.001
goto "loop"
Title: Re:No smoke
Post by: Igor Drukov on 22 Jun 2003, 16:46:40
All right I've found it out !:afro:
Never mind my previous post  :P
To create a non-smoking fire, use this script :

Code: [Select]
_obj=_this select 0
_h=_this select 1

#loop
_fire="fire" camcreate [getpos _obj select 0,getpos _obj select 1,_h]
_fire setpos [getpos _obj select 0,getpos _obj select 1,_h]
_fire inflame true
~0.0001
deletevehicle _fire
goto "loop"

I've just tested it, it works.
Title: Re:No smoke
Post by: satchmo on 25 Jun 2003, 13:09:17
Txh gonna test it.
 ;D
Title: Re:No smoke
Post by: satchmo on 25 Jun 2003, 13:21:33
i got en arror on the line
_fire="fire" camcreate [getpos _obj select 0,getpos _obj select 1,_h]

In the init field of the fire i have
this inflame true; this exec "nosmoke.sqs"

So what did i do wrong now?
Help a stupid man  ;D
Title: Re:No smoke
Post by: deaddog on 25 Jun 2003, 14:15:45
The script is looking for two parameters, not one.  Try this:

[this,0] exec "nosmoke.sqs"

 :)