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    Parameters of the "flares"

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    lockie
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    Posts : 3588
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    Age : 50
    Location : Ukraine, Kyiv

    Parameters of the "flares"

    Post by lockie on Tue Jun 02, 2015 1:12 pm

    As we know in the dark mission time, we may see "flares", which illuminate the defined square. I tried to implement this "lights" during normal day, but unfortunately I couldn't Sad
    Anyway, I've found out some parameters during my investigation.

    Code:
    ext, flares, 5(кількісь установок), 0xffc0c0c0(калор світла та ракети, f50a0a - червоний), 350(радіус освітлення, "10" вже нема світла), 50(кількість снарядів на одну установку), 300(висота з котрої падають ракети, "0" біля землі), 30(швидкість падіння, якщо "0" то не падає зовсім), 18(гучність звуку), art_01;
    Code:
    ext, flares, 5(launcher number), 0xffc0c0c0(color of the light and rocket, f50a0a - red), 350(radius illumination, "10" no illumination), 50(shell number per one launcher), 300(flares height, which it goes down, "0" near ground), 30(falling speed, "0" no falling), 18(sound value, "0" no sound), art_01;
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    frinik
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    Re: Parameters of the "flares"

    Post by frinik on Tue Jun 02, 2015 2:55 pm

    You can activate flares in a mission through the Mission Editor. It's actually quite simple.
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    lockie
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    Join date : 2014-07-24
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    Location : Ukraine, Kyiv

    Re: Parameters of the "flares"

    Post by lockie on Tue Jun 02, 2015 4:26 pm

    frinik wrote:You can activate flares in a mission through the Mission Editor.
    Yes, but "flares" available only during the night and u don't see them during day. I wanted to make a "signal rocket".
    Let's say we've scenario:
    When u'll see three red rockets then move er squad into attack!
    OR
    In case of a "green rocket" get back to the base!
    Well, there is still a chance to remake somehow the mortar's shell, but it's not an easy deal.

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    Re: Parameters of the "flares"

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