The Cave Mans Dream

26 votes
Date Updated: 

EDIT: I have uploaded a newer version of the script with a simple change. I just tested it with Max 2012 64bit. The only major change is you can now add names to the different systems that are created.

This is my first script that I wrote while learning MaxScript. It creates a particle flow system that creates a fire effect on a selected object in a scene. This is my first pass so I figured I would post it up here and get some feedback and if it helps some people that's cool to.

Additional Info: 

I am a student that is currently pursuing a career that will allow me to use my artistic skills as well as my technical skills. Any feedback is appreciated, I am always looking to learn and build in the areas that I might be lacking. If you are confused on anything about this script there is a tutorial that I posted on that walks through everything on the script.

Version Requirement: 
Created with 3ds max 2011
Video URL: 
caveman.ms7.89 KB
cavemanv1_1.ms8.19 KB


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bugmenot's picture

Yeah, maybe it's better not

Yeah, maybe it's better not to add confusion with another (almost) similar article.

spacefrog's picture

As i'm not the original

As i'm not the creator of the main post or the original script, i can't edit anything in the main text. I only can post a link in the comments section, like i did. The whole main post can only be edited by the original author ( which is not me). Putting the CavemanEx script into a complete new post, would have been an option, but i did'nt want to create more confusion. But maybe i will do exactly that over the next days...

PS: just learned that theMadMonster's forename is "Joseph" ( mine is "Josef" ) but that's pure coincidence Smile )

bugmenot's picture

Hello. I think you should


I think you should replace the old download links in the ATTACHEMENTS: 7.89 KB 8.19 KB

by " 18 KB"

Also, the latest version should not be 1.1 but 1.2 (at the top of the page, next to the votes).

spacefrog's picture

Fixed and enhanced version released...

Here's a fixed and enhanced version ( i call it CavemanEx to keep it distinct from the original )
CavemanEx V1.2 comes with the following fixes and enhancements :

  • Max 2016+ compatibility, UI code cleanup
  • Allows to manage multiple fire systems in the scene ( Firesystem pick option)
  • UI for particle display type, motionblur and other previously missing options
  • Framerate independence ( the original was hardcoded for 30fps )
  • Sanity and error case checking to make things more stable ..

Download: CavemanEx (Release)

Here is a screenshot of the updated version:

spacefrog's picture

Fix is in the works ...

High guys !
I just stumbled over the post by Pyro on the Area's Max Programming forum and thought i'll spend a couple of hours and fix the script for Max 2016 and up... The Max 2016 issue is fixed already ( they changed the property names to be more sane ... ). I came upon some additional refresh issues ( particle spawn not triggered etc.. ), which are not really Max version dependent.
I'll try to fix those issues too and do some additional sanity checking. I guess the result will be ready later today or tomorrow. I'll post again when it's done ...

theMadmonster's picture

I am not sure what has

EDIT: So I just looked up the documentation and 3D_Type is still there, so I would guess how I scripted this is no longer supported, or the particle system has changed, or ... there are a lot of possibilities for things to change. Looking at the documentation there is support for python (not available when I wrote this), so I think a lot has changed over the years that will make this script outdated.

I am not sure what has changed in Max over the past few years, but I have not used 3ds max in 4 years or so. Looking at what the error is I am guessing what ever object is giving the error no longer has that property, or its been named something else. I would suggest looking up the ShapeLibrary class and see if it still exists. If so, what property has replaced 3D_type. I have had another person send me a message about another error, so even getting past this one, I am sure there are a hand full more waiting to be fixed. Sorry for not being much help, but this was the first and last thing I wrote for 3DS Max.

bugmenot's picture

bug with 3DSMAX 2016


Currently, the script (version 1.1) doesn't work with 3DSMAX 2016. :-(

Here is a screenshot:

Heberger image

Please, please, update your great script.

Bharadwaj's picture

Hi, i am new to script part

Hi, i am new to script part for me doesn't work in max 2014 64bit i am facing problem is unknown property : "emit_start" in undefined pls help me.

error.jpg 720.59 KB
mikebkastro's picture

Hi, you have to go to the

Hi, you have to go to the particle view and disconnect the 'Firesystem' and connect it again to the 'FireSystemMainEvent', worked for me on 3ds max 2013 64bit, Great Plugin!


pf.jpg 376.44 KB
Curtis W. Tooley's picture

Same Problem

Object selects normally but particle streams do not leave the object and move towards the wind object.
So obviously I have no fire.

Using Max 2013 Win7 i7 x64 8Gb + 1.5Tb.

NOTE: It also exhibits the same problem in my copy of Max 2012 here.
Does the script use or rely on anything external that is not included in the
standard Max install?

Actually this can be a very useful tool once fully fledged out.


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