τĿ | Care Bear 23 Report post Posted March 23, 2018 (edited) Basically what i want to do is spawn some cosmetic fire on my server however it just doesn't work at all, works perfectly fine in editor though using this little thing. I've also tried to spawn it from mission.sqm the way it came out of the editor but that had no effect either. _FireBreathingDragons = [ [[X,Y,Z],1], [[X,Y,Z],3] ]; { _logicCenter = createCenter sideLogic; _logicGroup = createGroup _logicCenter; _fire = _logicGroup createUnit ["ModuleEffectsFire_F", [0,0,0], [], 0, "NONE"]; _fire setPosASL (_x select 0); _fire setVariable ["ColorRed",0.5,true]; _fire setVariable ["ColorGreen",0.5,true]; _fire setVariable ["ColorBlue",0.5,true]; _fire setVariable ["Timeout",0,true]; _fire setVariable ["ParticleLifeTime",0.6,true]; _fire setVariable ["ParticleDensity",25,true]; _fire setVariable ["ParticleSize",1.5,true]; _fire setVariable ["ParticleSpeed",1,true]; _fire setVariable ["EffectSize",(_x select 1),true]; _fire setVariable ["ParticleOrientation",0,true]; _fire setVariable ["FireDamage",0,true]; } forEach _FireBreathingDragons; Edit: Also interested in hideterrainobject module as i'll need that once i've sorted my custom addition locations and the fire Edited March 23, 2018 by τĿ | Care Bear Share this post Link to post Share on other sites
lapulapu 6 Report post Posted March 24, 2018 I was wondering the same thing. Some effects I've added into the mission.sqm dont show ingame. Share this post Link to post Share on other sites
τĿ | Care Bear 23 Report post Posted March 24, 2018 (edited) I've solved my fire problem, kind of, though it's far from perfect and I just don't have the patience to go through all the fire animations It was a lot testing to see how the fire looks but i settled for meh because it was taking a long time. This is the code i have, with leftovers from 2 last attempts. _FireBreathingDragons = [ [[X,Y,Z]], [[X,Y,Z]] ]; { _effect = "MediumDestructionFire"; _eFire = "#particlesource" createVehicle [0,0,0]; _eFire setParticleClass _effect; _eFire setPosASL (_x select 0); _eFire setParticleCircle [0, [0, 0, 0]]; _eFire setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 11, 11, 1], "", "Billboard", 1, 0.8, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _obj]; _eFire setDropInterval 0.02; } forEach _FireBreathingDragons; If anyone wants some fire then go right ahead and tune it to your needs using 3DEN editor and its debug console Also you can read more about it here https://community.bistudio.com/wiki/ParticleArray Now, does anyone know how to properly use ModuleHideTerrainObjects_F within Exile server envoirment ? Edit: If anyone needs different types of fire and smoke effects you can use this code aswell. Usable effects are SmallDestructionFire, SmallDestructionSmoke, MediumDestructionFire, MediumDestructionSmoke, BigDestructionFire, BigDestructionSmoke. They didn't quite fit my needs so i went for the hard method above. _FireBreathingDragons = [ [[X,Y,Z]], [[X,Y,Z]] ]; { _effect = "MediumDestructionFire"; _eFire = "#particlesource" createVehicle [0,0,0]; _eFire setParticleClass _effect; _eFire SetParticleFire [1,1,0]; _eFire setPosASL (_x select 0); } forEach _FireBreathingDragons; Edited March 24, 2018 by τĿ | Care Bear Share this post Link to post Share on other sites