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Simple Breath Fog Script

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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?

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Is it possible to only show this at night? And does anybody know how to implement this into dayz?

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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.

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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

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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.

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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"

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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?

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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;

 

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