Blooze Posted February 5, 2015 Share Posted February 5, 2015 Blooze, I think you have to shoot it or blow it up. Sorry for commenting three times in this thread without actually trying this mod out but I think what I said applies. EUREKA!! That did the trick. Thanks. :doh: [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
karambiatos Posted February 5, 2015 Share Posted February 5, 2015 If you can object swap a naval unit then you have your solution. You will also have to hack editor LUA to be able to drop Naval units on the ground. It is not too much trouble. you can put a naval unit anywhere you wish with ctrl+c ctrl+v A 1000 flights, a 1000 crashes, perfect record. =&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=&arrFilter_DATE_CREATE_1_DAYS_TO_BACK=&sort_by_order=TIMESTAMP_X_DESC"] Check out my random mods and things Link to comment Share on other sites More sharing options...
Lilkiki Posted February 5, 2015 Author Share Posted February 5, 2015 Hi guys, I'm glad you find my "fire" mod usefull ! I had good hope with MOOSE Scripts but Sven told he had problems with the CLEAN function for DEAD objects on the map. I am also pretty sure you need the original Max file to create a specific collision model. I don't really know actually how they work. @ Blooze : Right, you have to set a trigger on Miz startup to blow the "transparent fire object" so it can burns. [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Blooze Posted February 5, 2015 Share Posted February 5, 2015 I tried to set up a MP mission and had the mod installed on the server but not on the client machine and as a client I was not able to see the fire. Will this work in multiplayer and will it require that each client have the mod installed to see the fire as it is with skins? [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Lilkiki Posted February 5, 2015 Author Share Posted February 5, 2015 I tried to set up a MP mission and had the mod installed on the server but not on the client machine and as a client I was not able to see the fire. Will this work in multiplayer and will it require that each client have the mod installed to see the fire as it is with skins? YES (unfortunately) [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
vicx Posted February 7, 2015 Share Posted February 7, 2015 I am also pretty sure you need the original Max file to create a specific collision model. I don't really know actually how they work. Lilkiki, Where did you source fireobject.EDM? I don't have 3DMAX either but I have previously been able to find suitable proxy objects for some experiments in the DCS set of EDM objects. Link to comment Share on other sites More sharing options...
Lilkiki Posted March 26, 2015 Author Share Posted March 26, 2015 hi Vicx, sorry for this late reply, the fireobject.edm is actually a simple cube created in Max and export to edm format via ED's plugin [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
RabidRider Posted March 28, 2015 Share Posted March 28, 2015 Any way to have the fires start as soon as the mission starts, without having to shoot at them first? Link to comment Share on other sites More sharing options...
Blooze Posted March 28, 2015 Share Posted March 28, 2015 Just trigger an explosion on the fire unit at mission start. [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
RabidRider Posted March 28, 2015 Share Posted March 28, 2015 Ok, thanks! Link to comment Share on other sites More sharing options...
Stonehouse Posted October 5, 2015 Share Posted October 5, 2015 (edited) Seems to be broken under 1.5 so if you have time to have a look at it Lilkiki that would be great. Thanks, Stonehouse <edit> Fixed it Lilkiki by adding the entry.lua file to the mod. If you remember I changed things a bit to have a large medium and small version of your fire object by fiddling with the lua entries so my entry.lua looks like the attached. It may differ to what other people have and they will need to edit the attached entry.lua to make it work. It goes in the actual mod folder so for me under jsgme the folder structure looks like Fireobjects\Mods\tech\Fires and the entry.lua goes into the Fires folder.entry.lua Edited October 12, 2015 by Stonehouse Link to comment Share on other sites More sharing options...
Stonehouse Posted October 12, 2015 Share Posted October 12, 2015 bump Link to comment Share on other sites More sharing options...
Blooze Posted November 6, 2015 Share Posted November 6, 2015 I can't seem to get this working in 1.5. Stonehouse would it be possible for you to create a working JSGME folder for this and provide as attachment or a link to download? [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Stonehouse Posted November 6, 2015 Share Posted November 6, 2015 Sure. The attached worked for me last I tried it on the initial version of 1.5. Haven't had time to try it again since. Just unzip into your folder of JSGME mods, should create a Fireobjects folder with all the bits of the mod under itFireobjects.zip 1 Link to comment Share on other sites More sharing options...
Highwayman-Ed Posted November 6, 2015 Share Posted November 6, 2015 (edited) I was wondering if you can achieve something similar with a 'live' unit using a smoking exhaust, I hacked around with a small Ground unit, but the exhaust feature in the lua script for the unit doesn't work, unless it's an attachment point in the 3DS Max file....? And that's beyond me... Edited November 6, 2015 by Highwayman-Ed Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Blooze Posted November 6, 2015 Share Posted November 6, 2015 Sure. The attached worked for me last I tried it on the initial version of 1.5. Haven't had time to try it again since. Just unzip into your folder of JSGME mods, should create a Fireobjects folder with all the bits of the mod under it That works great. Thank you very much indeed!:thumbup: [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Blooze Posted November 7, 2015 Share Posted November 7, 2015 ' [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Stonehouse Posted November 7, 2015 Share Posted November 7, 2015 Yeah it definitely adds some atmosphere especially if you scatter them around towns or burnt out vehicle columns etc to give the feel that the fighting has been going on for some time. Also just putting some near the important strike targets in a mission means that the smoke columns and flames will persist past the standard ones and give a better overall effect. I remember from IL2 that the editor came with various smokes of different colours and sizes and fires. It would be a nice wish list item for DCS down the track to have an environmental section of objects available in the editor that would contain similar things Link to comment Share on other sites More sharing options...
Ohgr Posted November 14, 2015 Share Posted November 14, 2015 Does not seem to work with newest update :( V/R, Ohgr VCVW-11 "Vapor" USN AE 2001-2015 Heatblur Tomcat Tester Link to comment Share on other sites More sharing options...
Stonehouse Posted November 20, 2015 Share Posted November 20, 2015 I haven't had any real time to look at DCS stuff for the last week or two but had a spare 10 mins and wanted to check this. Using my version of the mod which has a large, medium and small fire object I placed them around Batumi and did a explode unit strength 1 on each using a timed trigger. All worked fine for me so I believe this mod is still working on the latest patch of the open beta. Perhaps you didn't install it quite right or didn't use them in the mission properly?? They do need to be destroyed to emit the smoke and flame though either via a trigger or damage, perhaps you didn't realise that?? Link to comment Share on other sites More sharing options...
Ohgr Posted November 27, 2015 Share Posted November 27, 2015 I haven't had any real time to look at DCS stuff for the last week or two but had a spare 10 mins and wanted to check this. Using my version of the mod which has a large, medium and small fire object I placed them around Batumi and did a explode unit strength 1 on each using a timed trigger. All worked fine for me so I believe this mod is still working on the latest patch of the open beta. Perhaps you didn't install it quite right or didn't use them in the mission properly?? They do need to be destroyed to emit the smoke and flame though either via a trigger or damage, perhaps you didn't realise that?? Correct. I will try it later. Thanks :) V/R, Ohgr VCVW-11 "Vapor" USN AE 2001-2015 Heatblur Tomcat Tester Link to comment Share on other sites More sharing options...
Stonehouse Posted December 2, 2015 Share Posted December 2, 2015 FYI works fine under DCS 2.0 Alpha Link to comment Share on other sites More sharing options...
Lilkiki Posted December 3, 2015 Author Share Posted December 3, 2015 great ! :D [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
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