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Posted (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 by krfrge
Posted

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

Posted (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 by krfrge
Posted

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

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