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Posted

Hi to all.

 

I would like to set some smokes on a multiplayer mission.

 

But the smoke disappears after few seconds, some one could help me?

 

How does it work?

 

Thanks

Posted (edited)
Make Areas Smoke Due to Damage

 

You can make smoke rise from an area that has been damaged.

 

Note: Do not use too many smoke effects because that can use up a lot of mission resources. 

 

Do the following:

 

1. Place the effect object "city_fire", "city_firesmall", or "villagesmoke" on an area that can be damaged and make the effect a linked entity.

 

    Note: city_fire is the only effect mentioned here that shows the flames that produce the smoke.

 

2. Copy the effect object and place the copy right next to the original.

 

3. Link an effect sustainer (see below) to the effects.

 

4. Trigger the effect sustainer start and stop functions with target links or message links from other mission elements.

 

 


Effect Sustainer

 

The effect sustainer allows certain effect objects that have a limited lifespan to run continuously. 

 

The following effects have approximately a 16 second lifespan so they require the effect sustainer to run continuously: 

- city_fire (the smoke disappears after 16 seconds but the fire is permanent)

- city_firesmall (this effect is smoke only)

- villagesmoke

 

Input

 

- A target link or a message link to "In Start", which starts the effects

- A target link or a message link to "In Stop", which stops the effects

 

Output

 

- An object link from "Out Start Effect 1" to the first effect object

- An object link from "Out Start Effect 2" to the second effect object

- Object links from "Out Stop Effects" to each effect

- Object links from "Out A1"  to city_fire effect objects (if you use them)

- Object links from "Out D1"  to city_fire effect objects (if you use them)

 

Description and Usage Notes

 

The effect sustainer requires two copies of an effect placed right next to each other. It starts effect 1, waits 10 seconds, and then starts effect 2 before the lifespan runs out on effect 1. The effect sustainer continues to start each effect at 10 second intervals until it detects a stop request.

 

Here is the effect sustainer:

 

post-12622-0-45122200-1472513499_thumb.png

 


When the mission starts, timer T1 triggers "Out D1", which deactivates the city_fire effects (if you use them). This deactivation is required for the city_fire effect because the fire part of this "smoke-and-fire" effect starts automatically when the mission starts.

 

Note: If you are not using the city_fire effect, you can delete Begin, T1, and "Out D1"

 

The zero-second input timers "In Start" and "In Stop" serve only as connectors into the effect sustainer.

 

The effects are started by a signal to the "In Start" timer, which triggers T2 and "Out A1".

 

"Out A1" activates the Tick and Tock timers. This activation is redundant on the first start but it is required when the effects are stopped and then restarted.

 


Timer T2 waits 2 seconds for Tick and Tock to be activated. It then triggers the Tock timer and "Out Start Effect 1".

 

After 10 seconds, Tock triggers Tick and "Out Start Effect 2". Tick and Tock trigger each other at 10 second intervals to keep effect 1 and effect 2 running.

 

The effects are stopped by a signal to the "In Stop" timer, which triggers D2 to deactivate the Tick and Tock timers. "In Stop" also triggers timer T3, which waits 2 seconds for the deactivation and triggers timer T1 and "Out Stop Effects".

As at the beginning of the mission, T1 triggers "Out D1", which deactivates the city_fire effects (if you use them).



Edited by JimTM
  • Upvote 1
Posted

Good post Jim.

 

Additionally We received the Stalingrad Big (has the flames) and Stalingrad Small Fires along with the Village Smoke from the Campaign "already" set up as Groups during one of the updates last year. Everyone should have these.

 

Look for them in the Groups Section within the ME.

Tip

Posted

Good post Jim.

 

Additionally We received the Stalingrad Big (has the flames) and Stalingrad Small Fires along with the Village Smoke from the Campaign "already" set up as Groups during one of the updates last year. Everyone should have these.

 

Look for them in the Groups Section within the ME.

Tip

 

Thanks Tip!

 

Hmmm, for some reason, I do not have these groups. I recently reinstalled my stand-alone DServer and the editor included with that does not have them either. I wonder if I inadvertently shuffled them out during a group clean-up or did you pick them up from somewhere else? 

Posted

Pretty sure they came with an update and were directly put in with the groups. It very well may be that you cleaned them out or they are no longer being included.

I'll wrap up all 3 and send them over when I return home and get a chance.

Tip

  • Upvote 1
Posted

Thanks Jim, gonna test it  ;)

Posted

It works, that's great thanks!

Posted

Thanks Tip!

 

Hmmm, for some reason, I do not have these groups. I recently reinstalled my stand-alone DServer and the editor included with that does not have them either. I wonder if I inadvertently shuffled them out during a group clean-up or did you pick them up from somewhere else? 

I don't have too. Are you sure you don't download them Tip.

 

May you share us the two groups please.

 

THX Jim for your explanation. Do you test it in Multiplayer, because i build one village smoke group which works fine in Solo, but not in MP.

 

Obélix, i'm waiting your group for the mission. ;)

Posted

...

 

THX Jim for your explanation. Do you test it in Multiplayer, because i build one village smoke group which works fine in Solo, but not in MP.

 

...

 

Works for me in a MP test (attached). Hop in a Yak-1 and look at 11:00 position. I start effect when you spawn and stop it after 1 minute.

 

JimTMMPTestEffects5.zip

Posted

I think it would be easier if the smoke effect was unlimited as soon we use a Start command, or if we can set the time of the effect.

  • Upvote 1
Posted

Save yourselves some time with figuring how much to raise the House Smoke effect so it comes out of the top of the airfield building chimneys or the industrial blocks factory smokestacks. Set the block and the effect to the ground then add:

 

arf_Saray 5 meters.

arf_Barak 5 meters.

arf_Sklad 5 meters for the lower one and 7 meters for the upper ones.

 

The industrial block Factory Smokestacks have 2 sizes.

Lower ones are 24 meters.

Higher ones with the reinforced metal rings are 26 meters.

 

The nice thing about the House Smoke is that it always drifts downwind and additionally reflects the strength of the wind as well.

 

When using the House Smoke effect within MP you'll need to set up looping timers for the start and stop effect MCUs. I use 0s start then target 16s stop. Then target back from the stop timer to the start.  

For offline the effect, once started, stays on until the mission ends or you place a stop effect MCU.

 

Tip

  • Upvote 1
Posted (edited)

...

When using the House Smoke effect within MP you'll need to set up looping timers for the start and stop effect MCUs. I use 0s start then target 16s stop. Then target back from the stop timer to the start.  

For offline the effect, once started, stays on until the mission ends or you place a stop effect MCU.

...

 

I tried the house_smoke effect without loops in a very simple MP mission and it keeps going (I left it for five minutes or so). I wonder if there is something about more complex MP missions that stops the effect for some reason or maybe it stops after an extended time period.

Edited by JimTM
Posted

Thanks for the group link - much appreciated.

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