krfrge Posted February 4, 2010 Posted February 4, 2010 (edited) Comrpnt, Stary, 331Killerbee, et al, I am experimenting with creating a ground launched flare. I can get a weapon to shoot the flare but it will explode on the ground instead of in the air. I think I can create something like a CBU effect where the flare would ignite above the ground but I am just guessing after that. Can anyone tell me if I am on track? Thanks KRFRGE Edited February 4, 2010 by krfrge Quote
+Monty CZ Posted February 4, 2010 Posted February 4, 2010 what about modified flak burst effect? or make it as rocket/missile with boster (duration 1-2s) and flare effect will be the modified missile engine effect (duration 30-60s) Monty CZ Quote
krfrge Posted February 5, 2010 Author Posted February 5, 2010 Monty CZ, That's an interesting idea. I will run with it and let you know. Thank you - KRFRGE Quote
krfrge Posted February 6, 2010 Author Posted February 6, 2010 (edited) All, The work continues. I attempted the missile rocket but it didnt work. Monty CZ's idea is a good one and I think it can work,,,I just missing something. This scene is using the USArmymortar from the WOV Air & Ground Expansion Pack. I created an EFFEECT called illumroundeffect. [EffectType001] Name=IllumRoundEffect Element[01].ElementName=FlareGlowEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=LumFlareEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=CbuAirExplosion2 Element[03].StartTime=0.0000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.0000000 Element[03].EjectTimeDeviation=0.000000 [EmitterType001] Name=FlareGlowEmitter EmissionType=HOLD_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=10000.000000 LifeTime=40.0 EmissionRate=1.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.250000,0.250000,0.250000,0.100000 ParticleColor[02].Time=0.70000 ParticleColor[02].Value=0.250000,0.250000,0.250000,0.100000 ParticleColor[03].Time=1.000000 ParticleColor[03].Value=0.250000,0.250000,0.250000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.80000 ParticleSize[02].Time=0.7000000 ParticleSize[02].Value=0.80000 ParticleSize[03].Time=1.0000000 ParticleSize[03].Value=0.000000 ParticleSizeDeviation=0.100000 TextureMaterial=RocketFlareMaterial [EmitterType002] Name=LumFlareEmitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 HasLightSource=TRUE LightColor=0.800,0.800,0.800 LightRange=2500.0 LightSrcOffset=0.0,0.0,0.0 LightDeviation=0.050000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.150000 ParticleLifeTimeDeviation=0.2000 ParticleColorTableType=LINEAR ParticleColorStart=1.00000,1.00000,1.00000,1.00000 ParticleColorEnd=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=150.0000 ParticleSizeEnd=0.000000 ParticleSizeDeviation=0.0200000 BaseSizeDeviation=0.7 TextureMaterial=FlashMaterial2 [EmitterType003] Name=CbuAirExplosion2 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.200000 MaxVisibleDistance=18000.000000 PositiveZOnly=TRUE EmissionRate=0.050 EmissionVolume=0.00000,0.00000,0.010000 RadialVelocityTableType=CONSTANT RadialVelocity=20000.0 RadialVelocityDeviation=0.500000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=1000.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=30.0000 ParticleLifeTimeDeviation=0.400000 ParticleWeight=-0.05000 ParticleRandomness=0.080000 ParticleDragFactor=0.250000 ParticleInheritence=0.00010000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,0.700000,0.700000,0.300000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.200000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=10.000000 ParticleSize[01].Value=30.00000 ParticleSize[02].Time=10.06000000 ParticleSize[02].Value=20.000000 ParticleSize[03].Time=10.0000000 ParticleSize[03].Value=10.000000 BaseSizeDeviation=0.001 PositionHeightOffset=3.0 TextureMaterial=FlashMaterial2 [RocketFlareMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=rocketflare.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlashMaterial2] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,0.000000,0.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=lum.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE I placed an NVA squad roughly 1000meters distance from the mortar tube. I just cant get the round to burst above the target. Edited February 6, 2010 by krfrge Quote
Wrench Posted February 6, 2010 Posted February 6, 2010 what about using something like the parachute flare, but well, working backwards?? this is the weapons data for the air-dropped version, from my Korean War B-26 Invader. It hangs in the air for LOOOOOONG time; in fact, it should burn out in-air before hitting the ground, when dropped from about 7000 feet [WeaponData144] TypeName=IlluminatorFlare FullName=Illuminator Flare ModelName=hydra Mass=0.100000 Diameter=0.127000 Length=1.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=NATO,USAF,USN,UK SpecificStationCode= NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LumFlareEffect ReleaseDelay=0.000000 WarheadType=2 Explosives=0.020000 FusingDistance=100.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=25.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=11.000000 SeekerRange=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=150.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=180.000000 BoosterAccel=0.100000 BoosterEffectName=LumFlareEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-1.000000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.000000,0.000000 InFlightEffectName= InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 worth a try, at any rate wrench kevin stein Quote
krfrge Posted February 6, 2010 Author Posted February 6, 2010 Wrench, Thanks. Will give it a try and let you know the results. KRFRGE Quote
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