Jump to content

Recommended Posts

Posted

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...

 

kuwait-war-torn-the-smoke-from-a-burning-oil-well-in-northern-kuwait-ac5bw7.jpg

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

 

Posted

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]

Posted
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

 

Posted

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

 

Posted (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 by Stonehouse
youtube link
Posted

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

 

 

 

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...