Thisdale Posted August 31, 2016 Posted August 31, 2016 Anyone has an idea on how to generate burning oil like in Iraq? I'm trying to figure out a way to have tall pillars of black smoke go up to a thousand feet... http://www.youtube.com/konotani Computer Specs: Z97X-gaming Mobo 4670k i5 24G DDR3 GTX 1080 Asus PG278Q Rog Swift 27-INCH G-SYNC Valve Index Thrustmaster Warthog Fanatec Clubsport Pedals (used as Rudders) Thrustmaster T300 Arcantera Wheel Obutto R3volution rig
jcbak Posted August 31, 2016 Posted August 31, 2016 That would be very cool. [sIGPIC][/sIGPIC]WIN 10, i7 10700, 32GB DDR4, RTX 2080 Super, Crucial 1TB SSD, Samsung EVO 850 500GB SSD, TM Warthog with 10cm extension, TIR5, MFG Crosswind Pedals, Wheelstand Pro, LG 40" 4K TV, Razer Black Widow Ultimate KB[/size]
Thisdale Posted August 31, 2016 Author Posted August 31, 2016 That would be very cool. It would. http://www.youtube.com/konotani Computer Specs: Z97X-gaming Mobo 4670k i5 24G DDR3 GTX 1080 Asus PG278Q Rog Swift 27-INCH G-SYNC Valve Index Thrustmaster Warthog Fanatec Clubsport Pedals (used as Rudders) Thrustmaster T300 Arcantera Wheel Obutto R3volution rig
Stonehouse Posted August 31, 2016 Posted August 31, 2016 Try this thread for a mod by Lilkiki https://forums.eagle.ru/showthread.php?t=138241 and in particular posts for a variant that gives you small, medium and large smoke columns and fires. https://forums.eagle.ru/showpost.php?p=2311051&postcount=18 https://forums.eagle.ru/showpost.php?p=2545192&postcount=39 1
Thisdale Posted August 31, 2016 Author Posted August 31, 2016 Thank you Stonehouse, this is very interesting! Try this thread for a mod by Lilkiki https://forums.eagle.ru/showthread.php?t=138241 and in particular posts for a variant that gives you small, medium and large smoke columns and fires. https://forums.eagle.ru/showpost.php?p=2311051&postcount=18 https://forums.eagle.ru/showpost.php?p=2545192&postcount=39 http://www.youtube.com/konotani Computer Specs: Z97X-gaming Mobo 4670k i5 24G DDR3 GTX 1080 Asus PG278Q Rog Swift 27-INCH G-SYNC Valve Index Thrustmaster Warthog Fanatec Clubsport Pedals (used as Rudders) Thrustmaster T300 Arcantera Wheel Obutto R3volution rig
Stonehouse Posted September 7, 2016 Posted September 7, 2016 (edited) Someone PM'd me to ask about fireobjects and their use so I thought I would post the response here in case it helps people. Please remember to credit Lilkiki if you use the fireobjects mod. <response> It's a bit of both a mod and scripting sort of. First main point though is that anyone who uses a mission with the fireobjects must have the mod installed to see them. It was one of the reasons I suggested in other places that it be included in the base set of DCS objects as a tribute to Lilkiki - who was the person who made it and unfortunately recently passed away. All I did was tweak some lua files to create different size fires. Probably won't happen but I guess ED may build their own version of fires and smokes that can be placed and triggered. Anyway install the fireobjects mod via JSGME or GME as you prefer and that makes a small, medium and large fire object available in the mission editor. You will find them under static objects / structures. It doesn't really matter about which coalition owns them unless the presence of the wrong side's objects in the wrong spot causes a problem with other scripts you are running but generally I keep the coalition of the fires consistent with the territorial owner of the map location I am placing them at. eg Blue airfield put blue fires. So place the fireobjects in and around points you regard as targets. These objects have a very small life value so any damage will make them explode and trigger the fire and smoke column you want. You have a couple of ways to trigger this event. You can use a mission trigger to do an explode unit and select the fireobject of interest. This is useful is you want fires and smoke at the start of a mission - which you do with a mission start trigger (because many objects exploding at once causes a tiny pause so it is best done before the players get into the mission) to explode all the ones you want for initial effects. The second way is to just use normal weapon damage to trigger the fireobject. eg a bomb going off nearby will cause the fireobject to trigger the fire and smoke. Old vid of it being used. vaYvTgr46Uk PS In the video weapon damage is used to trigger the effects and something I forgot to mention above, because they are statics you want to tick the hidden box on each fireobject once you are happy with where they are or else they show up on the map in game depending on your settings. You can always find them again in the unit's list in the editor Edited September 7, 2016 by Stonehouse youtube link
spinter Posted September 9, 2016 Posted September 9, 2016 I created this script looks if you're lucky the wells are created automatically until you turn off distrugendoli them, if you can destroy them quit smoking First I create the trigger as the first two triggers (Trigger 1) and (Trigger2) ONCE - TIMEMORE 2 - Do SCRIPT ------------------------------ -- eventi ------------------------------ do numbertime = {} numbertime [1]=1 numbertime [2]=1 numbertime [3]=1 numbertime [4]=1 numbertime [5]=1 numbertime [6]=1 numbertime [7]=1 numbertime [8]=1 numbertime [9]=1 numbertime [10]=1 numbertime [11]=1 numbertime [12]=1 trigger.action.setUserFlag(1, true) trigger.action.setUserFlag(2, true) trigger.action.setUserFlag(3, true) trigger.action.setUserFlag(4, true) trigger.action.setUserFlag(5, true) trigger.action.setUserFlag(6, true) trigger.action.setUserFlag(7, true) trigger.action.setUserFlag(8, true) trigger.action.setUserFlag(9, true) trigger.action.setUserFlag(10, true) trigger.action.setUserFlag(11, true) trigger.action.setUserFlag(12, true) customEventHandler = {}; function customEventHandler:onEvent(event) if event.initiator then if (world.event.S_EVENT_DEAD == event.id) then local _location = event.initiator:getPoint(); -- coordinates local _time = timer.getTime(); -- internal time in seconds local _name = event.initiator:getName(); local alt = land.getHeight(_location) if _name== 'oil1'then trigger.action.setUserFlag(1, false) trigger.action.outText('Bel Colpo!', 15) end if _name== 'oil2'then trigger.action.setUserFlag(2, false) trigger.action.outText('Colpo Perfetto!', 15) end if _name== 'oil3'then trigger.action.setUserFlag(3, false) trigger.action.outText('Evvaiii!', 15) end if _name== 'oil4'then trigger.action.setUserFlag(4, false) trigger.action.outText('Sembri un Cecchino!', 15) end if _name== 'oil5'then trigger.action.setUserFlag(5, false) trigger.action.outText('One shot one kill', 15) end if _name== 'oil6'then trigger.action.setUserFlag(6, false) trigger.action.outText('Non Agitarti Troppo', 15) end if _name== 'oil7'then trigger.action.setUserFlag(7, false) trigger.action.outText('E anche questo è andato', 15) end if _name== 'oil8'then trigger.action.setUserFlag(8, false) trigger.action.outText('Bum!', 15) end if _name== 'oil9'then trigger.action.setUserFlag(9, false) trigger.action.outText('Devastazione totale', 15) end if _name== 'oil10'then trigger.action.setUserFlag(10, false) trigger.action.outText('E questo è mio!', 15) end if _name== 'oil11'then trigger.action.setUserFlag(11, false) trigger.action.outText('Splasc tutti in mare!!!', 15) end if _name== 'oil12'then trigger.action.setUserFlag(12, false) trigger.action.outText('Poveri Pesci', 15) end end end --event.initiator then end; world.addEventHandler(customEventHandler); end These are two for instance you can create 12 by changing the numbers CONTINUOS ACION - Do SCRIPT do local num = 1 if numbertime[num] == 40 then local Static = StaticObject.getByName('oil'..num) if Static then Static:destroy() end local pos = trigger.misc.getZone('Trigger'..num) trigger.action.explosion(pos, 20) local static = { ["shape_name"] = "neftevyshka", ["type"] = "Oil derrick", ["unitId"] = 5000+num, ["y"] = pos.point.z, ["x"] = pos.point.x, ["name"] = "oil"..num, ["category"] = "Fortifications", ["canCargo"] = false, ["heading"] = 0, ["dead"] = false, ["country"] = "Russia", } coalition.addStaticObject(country.id.USA, static) numbertime[num] = 1 local staticObj = StaticObject.getByName('oil'..num) --ddbData.units[1].x = staticObj:getPosition().p.x --ddbData.units[1].y = staticObj:getPosition().p.z --dbData.units[1].alt = staticObj:getPosition().p.y trigger.action.explosion(staticObj:getPosition().p, 30) end numbertime[num] = numbertime[num] + 1 end do local num = 2 if numbertime[num] == 40 then local Static = StaticObject.getByName('oil'..num) if Static then Static:destroy() end local pos = trigger.misc.getZone('Trigger'..num) trigger.action.explosion(pos, 20) local static = { ["shape_name"] = "neftevyshka", ["type"] = "Oil derrick", ["unitId"] = 5000+num, ["y"] = pos.point.z, ["x"] = pos.point.x, ["name"] = "oil"..num, ["category"] = "Fortifications", ["canCargo"] = false, ["heading"] = 0, ["dead"] = false, ["country"] = "Russia", } coalition.addStaticObject(country.id.USA, static) numbertime[num] = 1 local staticObj = StaticObject.getByName('oil'..num) --ddbData.units[1].x = staticObj:getPosition().p.x --ddbData.units[1].y = staticObj:getPosition().p.z --dbData.units[1].alt = staticObj:getPosition().p.y trigger.action.explosion(staticObj:getPosition().p, 30) end numbertime[num] = numbertime[num] + 1 end This if you want and an oil well in the water but you have to create the trigger in the water! do local num = 11 if numbertime[num] == 40 then local Static = StaticObject.getByName('oil'..num) if Static then Static:destroy() end local pos = trigger.misc.getZone('Trigger'..num) trigger.action.explosion(pos, 20) local static = { ["shape_name"] = "plavbaza", ["type"] = "Oil platform", ["unitId"] = 5000+num, ["y"] = pos.point.z, ["x"] = pos.point.x, ["name"] = "oil"..num, ["category"] = "Fortifications", ["canCargo"] = false, ["heading"] = 0, ["dead"] = false, ["country"] = "Russia", } coalition.addStaticObject(country.id.USA, static) numbertime[num] = 1 local staticObj = StaticObject.getByName('oil'..num) --ddbData.units[1].x = staticObj:getPosition().p.x --ddbData.units[1].y = staticObj:getPosition().p.z --dbData.units[1].alt = staticObj:getPosition().p.y trigger.action.explosion(staticObj:getPosition().p, 30) end numbertime[num] = numbertime[num] + 1 end ====VIAF==== Spinter 155° "Pantere Nere" TsSimComms My Site aiupgrade.net
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