lordprimate 159 Posted February 24, 2013 Hey all , I have been folloing this thread, sad to see no progress.. Not that I can contribute anything really.. I have been using Falcon's version for ACRE with TPW's, "temperature" check using the RUBE weather module.. I was wondering if anyone ever synchronized the script with ace stamina and breathing sounds? Share this post Link to post Share on other sites
Dinohtar 10 Posted April 29, 2013 Is it possible to only show this at night? And does anybody know how to implement this into dayz? Share this post Link to post Share on other sites
Harzach 2517 Posted April 29, 2013 Is it possible to only show this at night? Yes. Read through the topic and you shall receive. And does anybody know how to implement this into dayz? Integrating code with DayZ is a question for the DayZ forums. Share this post Link to post Share on other sites
jgaz-uk 132 Posted June 14, 2013 how about this for ArmA 3 . I think someone has Integrated it in 3. I saw a video clip somewhere, can't remember where:o Share this post Link to post Share on other sites
target_practice 163 Posted December 26, 2015 Apologies for posting in a dead thread, but would it be possible to port this script to Arma 3 by changing the path specified for the particles? I ask because doing the same for Rockhount's fog script will get it to work in Arma 3. Share this post Link to post Share on other sites
jandrews 116 Posted February 25, 2016 Anyone know if this still works for MP? Share this post Link to post Share on other sites
ViseVersa 0 Posted March 2, 2016 Anyone know if this still works for MP? By looking at the code i`m pretty sure this is MP compatible, but you must execute on Client Side or call remote Execution. Share this post Link to post Share on other sites
DL++ 397 Posted June 7, 2016 Apologies for posting in a dead thread, but would it be possible to port this script to Arma 3 by changing the path specified for the particles? I ask because doing the same for Rockhount's fog script will get it to work in Arma 3. Incase you or anyone else are still wondering set the path to the following "\A3\Data_F\ParticleEffects\Universal\universal.p3d" Share this post Link to post Share on other sites
_leech 29 Posted January 16, 2017 There is still fog breath underwater, also it would be nice if it would stop when indoors, but i don't know if that is possible? Share this post Link to post Share on other sites
Dedmen 2714 Posted July 27, 2019 FYI this script is terrible. The particle effect objects are never deleted and cause constant loss of fps. And performance is also bad as it always recreates the logic without any need for it. Here is a fixed version of the script for A2: // Foggy breath 20110122 private ["_unit"]; _unit = _this select 0; _int = _this select 1; //intensity of fog (0 to 1) _source = "logic" createVehicleLocal (getpos _unit); _source attachto [_unit,[0,0.15,0], "neck"]; // get fog to come out of player mouth while {alive _unit} do { sleep (2 + random 2); // random time between breaths _fog = "#particlesource" createVehicleLocal getpos _source; _fog setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 0.5, 0.5, [0,0,0], [0, 0.2, -0.2], 1, 1.275, 1, 0.2, [0, 0.2,0], [[1,1,1, _int], [1,1,1, 0.01], [1,1,1, 0]], [1000], 1, 0.04, "", "", _source]; _fog setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10]; _fog setDropInterval 0.001; sleep 0.5; // 1/2 second exhalation deletevehicle _fog } deletevehicle _source; And because I can, here is a fixed and improved version for A3: // Foggy breath 20110122 //Updated by dedmen 27.07.2019 params ["_unit", "_int"]; //_int //intensity of fog (0 to 1) //If you don't have CBA then you can use "Logic" or maybe "Static" or anything else that's invisible and "light" private _source = createSimpleObject ["CBA_NamespaceDummy", (getPos _unit), true]; _source attachTo [_unit,[0,0.15,0], "neck"]; // get fog to come out of player mouth while {alive _unit && isNil "GF_KillBreathingFog"} do { sleep (2 + random 2); // random time between breaths private _fog = "#particlesource" createVehicleLocal getPos _source; _fog setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\universal.p3d", 16, 12, 13,0], "", "Billboard", 0.5, 0.5, [0,0,0], [0, 0.2, -0.2], 1, 1.275, 1, 0.2, [0, 0.2,0], [[1,1,1, _int], [1,1,1, 0.01], [1,1,1, 0]], [1000], 1, 0.04, "", "", _source]; _fog setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10]; _fog setDropInterval 0.001; sleep 0.5; // 1/2 second exhalation deleteVehicle _fog; }; deleteVehicle _source; 2 Share this post Link to post Share on other sites
kibaBG 53 Posted November 14, 2023 @Dedmen Your script is not working, nothing comes from player or AI mouth. It gives error "undefined _unit variable". This is strange because @tpw script is working without problems. Share this post Link to post Share on other sites
kibaBG 53 Posted December 1, 2023 On dedicated server @falcon_565 has some weird effects on vehicles when the player has left and screws fps. @tpw script has no problems. Sorry for double posting ... Share this post Link to post Share on other sites