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
+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
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
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
+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
krfrge Posted February 6, 2010 Author Posted February 6, 2010 Wrench, Thanks. Will give it a try and let you know the results. KRFRGE
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