Hi haroon. To be honest I don't often use or know much about particle scripts, but I thought your project should get at least
some feedback.
So far, it looks cool. I have only two complaints:
(1) Your demo mission is hard to understand. In its latest version, it immediately says "West side has won the battle" after the mission loads. Also, reword your hint that says "press the action again in five seconds" to "press the action again in LESS than five seconds." It took me a while to figure that out, because I thought it meant wait five or
more seconds.
(2)
NOTE: Only h_fire.sqs is needed , the other scripts are not necessary!
Not so. As of your latest version, it also seems to require h_fire_init.sqs as well. So that the player doesn't have to drag around that extra script, try to set the wind values to a certain default value if the variable hasn't been defined. I.e., check "H_Wind==H_Wind", and if that's false, then define it to [0,0,0]. Repeat process for any other init values you intend to implement.
As for some of the features you intend to implement,
- Maybe damage to nearby units.
This has definitely been done, but I'm not sure if it requires an addon to do efficiently.
If the player makes an "anybody-present" trigger, then the script can call up its list (using either the list or thisList functions) and check if any of its members are close to the fire. Then, damage them accordingly. Of course this won't be able to damage e.g. empty vehicles.
Put out fire when in water . (Only if the command getposASL can be used in OFP,not yet tried it)
It doesn't. But there is at least one
ASL function in the OFP functions library.