setParticleFire deals no damage to Vehicle and Crew but only for infantry.
https://community.bistudio.com/wiki/setParticleFire
see the picture
http://imgur.com/a/JOOpB
setParticleFire deals no damage to Vehicle and Crew but only for infantry.
https://community.bistudio.com/wiki/setParticleFire
see the picture
http://imgur.com/a/JOOpB
Try my script.
// player addEventHandler ["Fired", {_this execVM "saky\ir_to_incendiary.sqf"}]; //SKAY\IR_TO_INCENDIARY.sqf systemChat str (_this select 4); _gr = _this select 6; _gr_type = ["F_40mm_Cir", "B_IRStrobe", "O_IRStrobe", "I_IRStrobe"]; if ( _gr_type find (_this select 4) != -1 ) then { sleep 2.5; _PS_floorFire = "#particlesource" createVehicle getPos _gr; _PS_floorFire setParticleClass "ExpSparksFire"; _PS_floorFire setParticleFire [2, 5, 0.1]; _PS_floorFire setDropInterval 0.001; _PS_floorFire setParticleRandom [1.2, [0.3, 0.3, 0.1], [3.5, 3.5, 0], 1, 2, [0, 0, 0, 0], 0, 0]; _PS_floorFire attachTO [_gr, [0,0,0]]; _PS_spark0 = "#particlesource" createVehicle getPos _gr; _PS_spark0 setParticleClass "FireSparksSmall"; _PS_floorFire setParticleFire [0.05, 10, 0.1]; _PS_spark0 setDropInterval 0.0005; _PS_spark0 attachTO [_gr, [0,0,0]]; _PS_spark1 = "#particlesource" createVehicle getPos _gr; _PS_spark1 setParticleClass "FireSparks"; _PS_floorFire setParticleFire [10, 1.5, 0.1]; _PS_spark1 setDropInterval 0.02; _PS_spark1 attachTO [_gr, [0,0,0]]; _PS_smoke = "#particlesource" createVehicle getPos _gr; _PS_smoke setParticleClass "MediumSmoke"; _PS_floorFire setParticleFire [0.2, 3, 0.1]; _PS_spark1 setDropInterval 0.005; _PS_smoke attachTO [_gr, [0,0,0]]; al_flare_intensity = 100; al_flare_range = 0; _al_color_flare=[1,0.7,0.7]; _al_flare_light = "#lightpoint" createVehicle getPosATL _gr; _al_flare_light setLightAmbient _al_color_flare; _al_flare_light setLightColor _al_color_flare; _al_flare_light setLightIntensity al_flare_intensity; _al_flare_light setLightUseFlare true; _al_flare_light setLightFlareSize 1; _al_flare_light setLightFlareMaxDistance 2500; //_al_flare_light setLightAttenuation [/*start*/ al_flare_range, /*constant*/0.1, /*linear*/ 10, /*quadratic*/ 0, /*hardlimitstart*/0,/* hardlimitend*/al_flare_range-10]; _al_flare_light setLightDayLight true; _al_flare_light attachTO [_gr, [0,0,0]]; //"Refract" sleep 20; deleteVehicle _PS_floorFire; deleteVehicle _PS_spark0; deleteVehicle _PS_spark1; deleteVehicle _al_flare_light; deleteVehicle (nearestobject [getpos _gr,"nvg_targetC"]); deleteVehicle (nearestobject [getpos _gr,"nvg_targetW"]); deleteVehicle (nearestobject [getpos _gr,"nvg_targetE"]); deleteVehicle _gr; sleep 3; deleteVehicle _PS_smoke; }else{ systemChat "Fuck you"; };