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Sep 7th, 2012 | syntax:
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//Bis eld
//Detta måste skapas innan du får någon eld. Görs enklast via init eller en trigger.
BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
// How to use:
//
// unit: the name of the object that the fire will be attached to
//
// intensity: the intensity of the fire. recommended to use values between
// 0.7 and 10, higher values may be used if desired though. (0.7-4 is smoke only)
// OBS! Värden över 4 verkar inte fungera som det ska
// time: the time that the fire started. use global variable "time".
// this is used to keep effects synced for JIP players
//
// lifecheck: if this is true then the unit will only burn as long as it is dead (!alive unit).
// set to false to burn things like buildings
//
// fade: if true then the fire will die down over time, eventually dying
// out. set to false if you want it to keep burning.
// handle=[unit,intensity,time,lifecheck,fade] spawn BIS_Effes_Burn
// exempel på en eld som brinner hela OPn:
handle=[car1,4,time,false,false] spawn BIS_Effects_Burn