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giorgygr

Long-lasting smoke/dust effects

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Hi guys.

I thought about high caliber weapons (from .50 and up) and

of course the HE rounds of BMP or Bradley or explosions..shouldn't produce

a higher amount of dust/smoke effects,that lasts longer in atmosphere

causing more confusion besides actual lethal effects of round?

(Sorry again for my English,but i m sure you understand what i m

talking about..)

The "pros" as i see it it will enhance tactical approaches

and it is sure an "eye candy" :rolleyes:

The only "con" i can think is the "performance" impact..but i really

think its not gonna be real problem for people. :cool:

Thanks.

Example

-----------

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Edited by GiorgyGR

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Yes and no.

Yes because there isn't too much smoke on our battlefields.

No because of AIs ability to see through smoke once you've been made.

No because of the significant impact on performance. Doesn't take too many arty smoke shells before performance takes a major hit.

So for that, let it be addon based.

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Of course i myself find the smoke produced in video truly "exaggerated" for OUR

ArmA needs,and i m also worried about the A.I's sad-capability to see through

smoke.

At least it could be nice if smoke and dust just lasted 2xcurrent lasting time

witch is about 3-4 seconds for HE rounds. :cool:

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I wish some day anyone makes an addon with real realistic soundFX and smoke, explosions, etc

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I wish some day anyone makes an addon with real realistic soundFX and smoke, explosions, etc

I m sure there was addons for that in ArmA2,although i don't know

if they work in O.A.

Of course keep in mind you cannot have one addon do all this stuff.

Usually the "SoundFX" and the "VisualFX" are different addons.

I started this thread,so maybe a solution could be found in "Vanilla"

because it is VERY RARE a public server will accept you with any addon.

They most of public servers usually allows only "Vanilla".

Edited by GiorgyGR

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No because of AIs ability to see through smoke once you've been made.

I did tests during development of Fire&Smoke, and the AI cannot see through smoke. If the smoke is sparse, they may glimpse you between particles and so have an idea of where you are, but sufficiently dense smoke particles do indeed block AI's view.

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FYI - GiorgyGR has made it extremely clear elsewhere that he will not accept mods. Any changes he demands would have to be for the vanilla game.

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DMarkwick: Smoke is the same as "grass" I think. Once they've made you, they'll keep delivering accurate fire through smoke. Just set yourself with allowDamage false and try. I haven't tried lately though.

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If they have already have a fix on you and you don't move then blind fire should be realistically dead-on. I've used a similar trick to take out MG nests by tossing smoke from cover and then observing the outgoing tracers to get a bead on the gunner location. Then a quick snap-roll out from cover and pop 1-2 rounds to silence the MG.

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FYI - GiorgyGR has made it extremely clear elsewhere that he will not accept mods. Any changes he demands would have to be for the vanilla game.

Well..thank very much for your assistance.

There are sometimes i think you understand me better than my wife-

but this is another story.

Although..i m not in position (as you i suppose..) to demand anything,from anyone.

I just ..strongly suggesting .. "things" :greetings:

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:icon_cool: Roger that GiorgyGR, do have a knack for getting into someone's head at times.

No offense was intended. You're passionate about your way of playing the game, no sin in that. Just good to give context to others so they realise what you are interested and what you are not.

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Yes ..it is very true that i m passionate (with ArmA in general)

but i understand my "lack" of proper use of English language most times

gives wrongly an "aggressive touch" to my sayings.

I m really sorry for that..but HEY! ;)

:drinking2:

Edited by GiorgyGR

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Hi, the smoke from the smoke nades should last much longer and the smoke cloud should be bigger; while the smoke that the infantry weapons aswell the armoured vehicles create should be much much less. No one use black powder nowadays in military rounds, not on infantry weapons and neither for military vehicles, this two things, the smoke nades and the smoke that the weapons create when they fire... could be/should be tweaked in this way and the game will be better. Let's C ya

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It would be nice to have smoke that lasted longer, was denser, and matched the real colors better.

I did try in the case of the ACE White Phosphorus grenade. Never did like how much the trails from the burning WP lagged, but the cloud afterwards looked good.

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Edited by Evil_Echo

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As for WP, an updated damage model is more important to me than how it looks. A mortar WP strike on the insurgent base in Manhattan destroyed pretty much everything, including tanks. That general radius thing doesn't work very well. Angular airburst delivery would have been awesome as well.

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When we did the WP in ACE we purposely avoided most of the damage aspects - it was kind of a political thing. But they could certainly change their minds to re-address that if you want.

The airburst effect you want would be simple enough if you were willing to add the vector velocity of the bursting shell to each of the fragments. Easy if you have a generalized fuze system, just about impossible if you stick to config-based effects.

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