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Author Topic: flares ECM  (Read 577 times)

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foolscap

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flares ECM
« on: 12 Jul 2004, 14:29:18 »
hey

Im try to make a ECM script that drops/ejects flares or a object that actually produces light from a plane while ahve smoke coming from the object.

I know this can be done using drop[".............

but it is finding the object that will produce its own light that is the problem! ???

AnarCHy

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Re:flares ECM
« Reply #1 on: 12 Jul 2004, 14:31:10 »
a flare

foolscap

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Re:flares ECM
« Reply #2 on: 12 Jul 2004, 20:22:21 »
no a flare won't work:

1. the drop command won't allow a flare to be used therefore smoke cannot be added
2. Because the flare is ammo the game engine counts its height from sea level no ground level. where as a object does is counted from ground level so when spawning a flare it will not be in line with the vehicle unless over sea.

what i want to do is to create a ECM flare that can be ejected from a plane which smokes and gives off light.

Offline Terox

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Re:flares ECM
« Reply #3 on: 12 Jul 2004, 20:47:22 »
still use a flare. just dont use it in a drop command

there are functions that will return the height of the aircraft, you simply setpos the flare to the plane and use a setvelocity command to let it slowly drop to the ground, or any other direction you want it to go in


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Offline macguba

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Re:flares ECM
« Reply #4 on: 12 Jul 2004, 23:08:43 »
This has already been done, I think more than once.  (Not that there's any harm in doing it again, but just so you know.)
Plenty of reviewed ArmA missions for you to play

foolscap

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Re:flares ECM
« Reply #5 on: 13 Jul 2004, 18:59:20 »
you could use a flare using the camCreate command but this doesn't allow smoke to be added and the flare illuminates after a few seconds instead of immediatly. Using setVelocity would be a good idea and i know its been done before but i can't find a topic or script the says how to do it

Offline Terox

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Re:flares ECM
« Reply #6 on: 15 Jul 2004, 16:45:32 »
camcreate isnt as good as create vehicle, createvehicle done on the server will be seen by all, i believe camcreate is local only, but i may be wrong

heres a script i use to create an autoflare firing system for nightime maps

The location of a gamelogic is passed to the script and this becomes the location of the firing point
there are several global variables, not inittiated below, these are normally to check if its dark enough for a flare to fire and alo some delay periods before refires etc etc
eg
[Flarelogic1] exec "Arcflare.sqs"

Quote
;;;;;;;; ________ DO NOT EDIT THIS SCRIPT ________ ;;;;;;;;
?!(local server): exit
;;Autoflare system for nightime illumination
;;requires a gamelogic as a marker
_FlareLogic = _this select 0

~ random 15
goto "START"

#PRESTART
~random 5
~tx_Lightcheck
#START
?(daytime > tx_sunrise)&&(daytime < tx_sunset):goto "PRESTART"
?(tx_MISSIONSTOP):exit
? !(tx_RndColor): goto "SKIP"

;;Randomiser for flare colour
_random = random 4
_random =( _random - (_random mod 1))
?(_random == 0): tx_flaretype = "FlareRed"
?(_random == 1): tx_flaretype = "Flaregreen"
?(_random == 2): tx_flaretype = "FlareYellow"
?(_random == 3): tx_flaretype = "Flare"
?(_random > 3): tx_flaretype = "FlareRed"


#SKIP
_flare= tx_flaretype createvehicle [getpos _flarelogic select 0,getpos _flarelogic select 1,1]
;;You can change these numbers. [0,0,0] will keep flare at spawn point until it goes out. Negative numbers reverse the direction
#LOOP
_flare setvelocity [2,14,18]
?(_flare distance _flarelogic) >100:goto "SLOWDOWN"
~0.1
goto "LOOP"
;;After getting X meters away from logic, flare goes to this number for slowing effect.
#SLOWDOWN
_flare setvelocity [3,14,18]
~ (random 10)
~tx_refiredelay
goto "START"
;; Flare only burns for 15 seconds or so, so dont take it to high or far.
#end
exit

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