OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Sanctuary on 24 Jan 2005, 11:53:18
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Hello
I require some help with a problem i have.
To enhance a bit my OFP , i am including a simple "burning effect" through editing the main config.
The burning effect is triggered by this in the config, in the vehicles definition :
class EventHandlers
{
killed="(_this select 0) exec {\neweffects\burning.sqs}";
};
Then , in my \modfolder\addons\ , i have a neweffects.pbo where i included the following burning.sqs script
_object = _this
_a=0
#loop
_inten = 0.5 + random 0.5
_intenH = random 0.7
_size1 = [3 + random 2,1 + random 2]
_size2 = [3 + random 2,1 + random 2]
_length = 0.5 + random 0.5
_length2 = 1.5 + random 1.5
_mvel = [random 3 - random 3,random 3 - random 3,6]
;// Loop delay
~ 0.12
_a=_a+1
? _a >= 400: exit
drop ["cl_fire","","Billboard",0.01,_length,[0,0,0],_mvel,0,1,1,0,_size1,[[1,1,_intenH,_inten],[1,1,_intenH,_inten],[1,1,_intenH,_inten],[1,1,_intenH,0]],[0,0.7 + random 0.7],0,0,"","",_object]
drop ["cl_basic","","Billboard",0.01,_length2,[0,0,0],_mvel,0,1,1,0,_size2,[[0.05,0.05,0.05,0],[0.1,0.1,0.1,0],[0.1,0.1,0.1,_intenH],[0.1,0.1,0.1,_intenH],[0.1,0.1,0.1,0]],[0,1,0,1],0,0,"","",_object]
goto "loop"
#end
exit
I have not finished to tweak the values yet, but ingame this script works like it should, every destroyed vehicle will have the burning effects without errors popping up.
So what is my problem if all works well ?
The problem is in the default smoke that comes with the vehicle.
When the destroyed vehicle is a BIS model there are no problem (as the smoke appear on top of the vehicle) , the burning effect is very visible.
But and there is my problem, in several addons (i use them to replace BIS models) the smoke is really big and seems to originate from under the vehicle.
And this big smoke is hiding the burning effect under their dark cloud.
This does not come from their own config.cpp, as i delete them to use only a main config (when i replace BIS vehicle by those addons), so i suspect some value included in the addon itself is triggering that damn smoke behaviour that is killing my effect.
So here is my question : is it possible to override the normal smoke effect coming from destroyed vehicle , making it not appear (in the purpose of replacing it with a smoke script that i can control)
I tried several fire/burning script, and all are hidden by those kind of addons too big smoke (actually i noticed this in some Combat addon and inq_M60 by example).
I tried to add in my burning script
_object setfuel 0
removeallweapons _object
to limit this normal smoke time, but ingame it does not affect all destroyed vehicle (it works for some , the smoke disappear quickly, but for others the smoke remains, it seems to affect vehicle randomly).
Thanks for any help, as i can't find a solution.
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The CBT_addons have some Booleans,to be placed in init.sqs like:
CBT_NoScripts = true
CBT_M113a_NoScripts = true
CBT_smokeOff = true
I think you can find more info in the readme included in the CBT pack.
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Unfortunately it is not the solution
I play with such addons replacing BIS vehicle with their PBO "cleaned" from files i don't use (sounds, scripts, textures of unused models, models unused like desert variants ..etc )
So there is no Combat smoke scripts that are running (the same for the inq_m60 i use), only the model in .P3D and the corresponding textures are present in the .pbo
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Hmpf I see,
All I can think of is try to remove all EHs attached to the vehicle,most recent addons have em.
But if all the scripts are gone that they should activate....
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And that is exactly the problem, this smoke originating from "under" the vehicle in those addons is not created by any scripts, (it would have been so easy to control it if it was the case).
I suspect this unusual smoke size and origin is a setting defined in the .p3d .
That is why i hoped someone knew about how to prevent the normal smoke to appear, this way i could create it myself in a script with the drop command.
In the main config, there are cloudlets definition for a lot of things , if i set their size value to 0 , the result ingame willl be deactivated smoke created by gun, coloured smoke of an explosion not appearing etc ...
But no one of those setting control the normal smoke, the one that occurs during +/- a minute when a vehicle is destroyed.
If i could make it to disappear with a change in the config, it would make the unsual smoke of the addons disappearing too, as it is the same one (but just bigger and having its source under the vehicle instead of its top).
But in the main config no one of the cloudlet definition seems to control this specific smoke.
Thanks for trying to help me though, i hope a solution can be found as it is very annoying and until now i found no scripts to do this.
I just hope it is not hardcoded like i begin to fear.
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If I remember well DKM had replaced all the original BIS vehicles with custom smoke\fire...
Maybe take a look how they did it?
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I'm pretty sure the default smoke can't be removed. In fact, I'm curtain. One way you can significantly shorten the time it lasts is by by removing the ammo and/or fuel of the vehicle.
By the way, that's my script! :)
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And that is a great one , simple and not ressource hungry ;)
Well, i tried several things, used several additional scripts to see what can be done in that area and finally i think it is really hardcoded or controled by a setting in the .p3d itself.
So i will use , like i said
_object setfuel 0
removeallweapons _object
It works a bit randomly , as let's say 40% of the burning vehicles will continue to have a long time smoke despite that, but it is the only real solution as it works for the other 60% other vehicles ingame.
Thanks guys for the help, at least i learnt a bit better what was possible or not.
Now back to tweak the drop area of the script itself to have the visual result i want.
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_object setfuel 0
removeallweapons _object
Beware of this code when used in a generic MOD application. It can cause havoc with certain maps where vehicles are repaired and made available again to the player. They will neither drive nor fire again. ;)
Zay
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Oops, i have not thought about this.
But now that i think more about it, i am happy this situation will happen.
As it should give an important role to the fuel truck and the ammo truck in mission allowing to repair destroyed vehicle, other than their "target of demolition mission" or cutscene "eye candies" usual roles.
Like Bob Ross said,
There are no mistakes, only happy
accidents
this is a case of a happy accident :)