Lilkiki Posted January 27, 2015 Share Posted January 27, 2015 Hi guys, I was wondering if there was a way to add a (forest) fire via the ME ? I've looking for but didn't find on how to do this. Thanks for your help ! [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Wrecking Crew Posted January 28, 2015 Share Posted January 28, 2015 Sure. Make some small zones -- 100 radius or 50... Set an event to Explode and use some different volumes from 1000 - 8000 or more to get what you want. You can always Activate a small house or watchtower or mortar and explode that with a Explode Unit. Then Explode all the other zones you created and you will have yourself a good inferno. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site. Link to comment Share on other sites More sharing options...
Sabre-TLA Posted January 28, 2015 Share Posted January 28, 2015 Use fuel trucks as they burn quite well after being exploded. Actually if we had simulated forest fires we could then have DCS Water Bomber! :megalol: MapleFlagMissions - Read Our Blog for Updates Link to comment Share on other sites More sharing options...
Lilkiki Posted January 28, 2015 Author Share Posted January 28, 2015 (edited) Actually if we had simulated forest fires we could then have DCS Water Bomber! :megalol: This was exactly the original idea :D Many thanks guys for you help with triggers, I've managed last night to create a custom mod (100% transparent object with .lua script > no replacement of core files, just a "tech" mod) which enable huge fire and smokes. Fires burn during 27,78 Hours O_o via lua parameters until we cut them off via trigger. No FPS cost on my rig. I have to double check this tonight (at work at that moment) Here are some screens : Edited January 28, 2015 by Lilkiki 1 [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
upuaut Posted January 28, 2015 Share Posted January 28, 2015 Hi Lilkiki, I did not come up with the idea with the transparent object to simulate a forest fire. Good work! DCS Mods and Skins: HiDrive Use the NAS only if the other Link is not working - it's slow! My DCS MODs and Skins: NAS Link to comment Share on other sites More sharing options...
Lilkiki Posted January 28, 2015 Author Share Posted January 28, 2015 Hi Upuaut, the transparent object (100% alpha map) is to simulate a fake destroyed vehicule, fire and smoke are edited via the .lua paramters of this objects ;) [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Stratos Posted January 28, 2015 Share Posted January 28, 2015 Beautiful mod, one question, is possible to cut the fire using scripts after being bomber with water? I don't understand anything in russian except Davai Davai! Link to comment Share on other sites More sharing options...
Agg Posted January 28, 2015 Share Posted January 28, 2015 Nice idea :) Link to comment Share on other sites More sharing options...
Lilkiki Posted January 28, 2015 Author Share Posted January 28, 2015 Thanks Agg ;) Beautiful mod, one question, is possible to cut the fire using scripts after being bomber with water? I guess the answer would be YES, it is one of the major goals of this "mod", I didn't had time last night to investigate more, I will look deeper during the WE, the mod will be of course release ;) [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Sabre-TLA Posted January 28, 2015 Share Posted January 28, 2015 Looks awesome! I can envision some interesting mission scenarios where a platoon is cutoff by the fires and a helo extraction is the only way to save them. Great mod! MapleFlagMissions - Read Our Blog for Updates Link to comment Share on other sites More sharing options...
Lilkiki Posted January 29, 2015 Author Share Posted January 29, 2015 That could be easily done without triggers ;) Does someone knows HOW TO disactivate (make disapear) via trigger a DESTROYED group or unit ? It seems to work only for non-destroyed units ! Thanks for your help ! [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Khamul Posted January 29, 2015 Share Posted January 29, 2015 That could be easily done without triggers ;) Does someone knows HOW TO disactivate (make disapear) via trigger a DESTROYED group or unit ? It seems to work only for non-destroyed units ! Thanks for your help ! I'm just a noob in the editor but maybe MOOSE can help, take a look there TU NE CEDE MALIS SED CONTRA AUDENTIOR ITO _________________________________________ Asrock Fatal1ty Gaming K6+, i5-6600K, 32 GB DDR4, Asus GTX 1070 Strix, SSD 500GB, HDD 1TB, Win 10 x64, Monitor LG Ultrawide 29UM67, Soundblaster Z+Sennheiser Game One, HOTAS Warthog, TFRP Thrustmaster, TrackIr Link to comment Share on other sites More sharing options...
Stonehouse Posted January 30, 2015 Share Posted January 30, 2015 That mod would be very useful to stage battlefield fires as well. Especially if it is FPS friendly. Any chance of it being let out to the public soon? Link to comment Share on other sites More sharing options...
Lilkiki Posted January 30, 2015 Author Share Posted January 30, 2015 Hi guys, @ Silvuca : thanks for this link ! But MOOSE can't manage (apparently) to "erase" a destroyed unit which is not placed on a runway. May be I'm wrong, I'm not a talented LUA coder. @ Stonehouse : for sure ! DOWNLOAD as attachement Install the folder named "forestfire" in DCS World\Mods\tech\ You can find the object in the "Structures" Tab in the ME. No FPS cost on my pretty fast PC, I guess that if you place 30 fires, there might be a more or less FPS hit (since EDGE is not released)forestfire.zipfire.miz 1 [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Stonehouse Posted January 30, 2015 Share Posted January 30, 2015 Thank you !!!! Link to comment Share on other sites More sharing options...
FlightControl Posted January 30, 2015 Share Posted January 30, 2015 Moose can handle a cleanup of destroyed units. Tested and implemented it. [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE] Link to comment Share on other sites More sharing options...
slamraamproductions Posted January 30, 2015 Share Posted January 30, 2015 Going to test it, but Thank you! This is also very useful in setting up a quick battlefield scene for video editing. Now I dont have to wait until several objects are exploded beofre I can start recording. rep inbound! <==DCS Flaming Cliffs 3: Operation Grand Slam <==Lock On: Flaming Cliffs 2 Tribute Link to comment Share on other sites More sharing options...
Stonehouse Posted February 5, 2015 Share Posted February 5, 2015 (edited) Lilkiki, I was mucking about with your mod trying to catch up on building a mission for my group for this evening and discovered that the fire and smoke scales according to firesize in the lua. Which you probably already knew lol but it led me to the below which I thought may be useful. It would be nice if mission builders had a collection of fire and smoke objects (can you do smoke without fire?) of different sizes and types and colours of smoke. Unfortunately I don't have access to the graphics software DCS needs to do something like and even if I did I have no clue how to use it :dunno: Anyway slight change to your mod which seems to work for me but I'm sure you could improve on a lot. So now Small, Medium and Large listed under static/structures as FireLarge, FireMedium and FireSmall in JSGME formatforestfire.zip Edited February 5, 2015 by Stonehouse Link to comment Share on other sites More sharing options...
Roadrunner Posted February 5, 2015 Share Posted February 5, 2015 hi, nice work / idea ;) if i may ask, this transparent object you are using, is it flat? has it a collision model? if it is flat i would like to use it for another idea i had some time ago, if i may ;) regards and happy fire extinguishing, RR [sIGPIC][/sIGPIC] "There's nothing to be gained by second guessing yourself. You can't remake the past, so look ahead... or risk being left behind." Noli Timere Messorem "No matter how fast light travels, it finds the darkness has always been there first, and is waiting for it." Terry Pratchett Link to comment Share on other sites More sharing options...
vicx Posted February 5, 2015 Share Posted February 5, 2015 Roadrunner. I was never able to view col models with the standard modelviewer but standalone versions seem to work if you type 'showcol' in the console. Lil's fire which I got from Stonehouse's edit seems to be a 0.5m cube (invisible texture) with a 0.5m cube collision model. Sprinkle them over your terrain like little fire cubes I guess. Link to comment Share on other sites More sharing options...
Stonehouse Posted February 5, 2015 Share Posted February 5, 2015 I didn't really change anything by the way, I just copied and renamed the fireobject.edm to firelarge.edm etc and then made three copies of the lua with appropriate name and pointed each to the appropriate edm file and change the firesize parameter in the medium and large one. It'd be nice to have a few different colour smokes and what have you but even this is a big help for putting atmosphere into missions without it seems too much fps hit Link to comment Share on other sites More sharing options...
Home Fries Posted February 5, 2015 Share Posted February 5, 2015 Sorry, but this just has to be done. -Home Fries My DCS Files and Skins My DCS TARGET Profile for Cougar or Warthog and MFDs F-14B LANTIRN Guide Link to comment Share on other sites More sharing options...
vicx Posted February 5, 2015 Share Posted February 5, 2015 (edited) Does someone knows HOW TO disactivate (make disapear) via trigger a DESTROYED group or unit ? Thanks for your help ! Lilkiki, there MIGHT be a way and since you don't mind hacks it might be a solution. Naval units seem to have a unique damage model. A naval unit can have unique collision shells mapped to unique damage regions. Each region can have its own fire so Naval units can have burning parts without being dead. If you can object swap a naval unit then you have your solution. You will also have to hack editor LUA to be able to drop Naval units on the ground. It is not too much trouble. --- I noticed that the DCS M1A1 Tank has a pretty detailed collision model but it isn't used when it is a ground unit. So I made it a Naval unit. Details in this thread -> http://forums.eagle.ru/showthread.php?t=135689 Edited February 5, 2015 by vicx clarity Link to comment Share on other sites More sharing options...
Blooze Posted February 5, 2015 Share Posted February 5, 2015 Lilkiki, I was mucking about with your mod trying to catch up on building a mission for my group for this evening and discovered that the fire and smoke scales according to firesize in the lua. Which you probably already knew lol but it led me to the below which I thought may be useful. It would be nice if mission builders had a collection of fire and smoke objects (can you do smoke without fire?) of different sizes and types and colours of smoke. Unfortunately I don't have access to the graphics software DCS needs to do something like and even if I did I have no clue how to use it :dunno: Anyway slight change to your mod which seems to work for me but I'm sure you could improve on a lot. So now Small, Medium and Large listed under static/structures as FireLarge, FireMedium and FireSmall in JSGME format I installed with JSGME, it shows in the ME structures menu and I can place it on the map but it doesn't show up in the mission. What am I doing wrong? [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
vicx Posted February 5, 2015 Share Posted February 5, 2015 Blooze, I think you have to shoot it or blow it up. Sorry for commenting three times in this thread without actually trying this mod out but I think what I said applies. Link to comment Share on other sites More sharing options...
Recommended Posts