PLAYE1 10 Posted July 16, 2011 I would like to put in my mission weather and effects which have been used in the second mission of this campaign. I is possible to do? If this is impossible- are there any addons which add similar things to the game? Share this post Link to post Share on other sites
2nd ranger 282 Posted July 16, 2011 Which effects in particular? Share this post Link to post Share on other sites
PLAYE1 10 Posted July 16, 2011 Ash blasts and the effect that causes the environment becomes "slightly greenish" . These effects, in particular. Share this post Link to post Share on other sites
Koni 3 Posted July 17, 2011 Search for ppEffect collection, and that will give you all you need to know about changing enviroment colours and tints etc. Share this post Link to post Share on other sites
2nd ranger 282 Posted July 17, 2011 Here are the colour and grain effects used in that mission: "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 0; "colorCorrections" ppEffectEnable true; And here is the wind, dust and ash: //--- Wind & Dust [] spawn { //waituntil {isplayer brown}; setwind [0.201112,0.204166,true]; while {true} do { _ran = ceil random 5; playsound format ["wind_%1",_ran]; _obj = vehicle player; _pos = position _obj; //--- Dust setwind [0.201112*2,0.204166*2,false]; _velocity = [random 10,random 10,-1]; _color = [1.0, 0.9, 0.8]; _alpha = 0.02 + random 0.02; _ps = "#particlesource" createVehicleLocal _pos; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj]; _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0]; _ps setParticleCircle [0.1, [0, 0, 0]]; _ps setDropInterval 0.01; sleep (random 1); deletevehicle _ps; _delay = 10 + random 20; sleep _delay; }; }; //--- Ash [] spawn { //waituntil {isplayer brown}; _pos = position player; _parray = [ /* 00 */ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water", /* 01 */ "", /* 02 */ "Billboard", /* 03 */ 1, /* 04 */ 4, /* 05 */ [0,0,0], /* 06 */ [0,0,0], /* 07 */ 1, /* 08 */ 0.000001, /* 09 */ 0, /* 10 */ 1.4, /* 11 */ [0.05,0.05], /* 12 */ [[0.1,0.1,0.1,1]], /* 13 */ [0,1], /* 14 */ 0.2, /* 15 */ 1.2, /* 16 */ "", /* 17 */ "", /* 18 */ vehicle player ]; _snow = "#particlesource" createVehicleLocal _pos; _snow setParticleParams _parray; _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0]; _snow setParticleCircle [0.0, [0, 0, 0]]; _snow setDropInterval 0.01; _oldPlayer = vehicle player; while {true} do { waituntil {vehicle player != _oldPlayer}; _parray set [18,vehicle player]; _snow setParticleParams _parray; _oldPlayer = vehicle player; }; }; If you want to know how something is done in a BIS mission (except BAF and PMC), best to open the mission pbo and drop the folder into your missions directory so you can have a look. Share this post Link to post Share on other sites
yogdogz 11 Posted July 17, 2011 Lucky for you, I am making a mission with those EW campaign effect, so I just share it to you.. copy paste this into your init.sqf : "colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; //"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 5; //--- Wind & Dust [] spawn { waituntil {isplayer brown}; setwind [0.201112,0.204166,true]; while {true} do { _ran = ceil random 5; playsound format ["wind_%1",_ran]; _obj = vehicle player; _pos = position _obj; //--- Dust setwind [0.201112*2,0.204166*2,false]; _velocity = [random 10,random 10,-1]; _color = [1.0, 0.9, 0.8]; _alpha = 0.02 + random 0.02; _ps = "#particlesource" createVehicleLocal _pos; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj]; _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0]; _ps setParticleCircle [0.1, [0, 0, 0]]; _ps setDropInterval 0.01; sleep (random 1); deletevehicle _ps; _delay = 10 + random 20; sleep _delay; }; }; //--- Ash [] spawn { waituntil {isplayer brown}; _pos = position player; _parray = [ /* 00 */ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water", /* 01 */ "", /* 02 */ "Billboard", /* 03 */ 1, /* 04 */ 4, /* 05 */ [0,0,0], /* 06 */ [0,0,0], /* 07 */ 1, /* 08 */ 0.000001, /* 09 */ 0, /* 10 */ 1.4, /* 11 */ [0.05,0.05], /* 12 */ [[0.1,0.1,0.1,1]], /* 13 */ [0,1], /* 14 */ 0.2, /* 15 */ 1.2, /* 16 */ "", /* 17 */ "", /* 18 */ vehicle player ]; _snow = "#particlesource" createVehicleLocal _pos; _snow setParticleParams _parray; _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0]; _snow setParticleCircle [0.0, [0, 0, 0]]; _snow setDropInterval 0.01; _oldPlayer = vehicle player; while {true} do { waituntil {vehicle player != _oldPlayer}; _parray set [18,vehicle player]; _snow setParticleParams _parray; _oldPlayer = vehicle player; }; }; just change brown to your player name. any other effect in EW you may want to try : null = [] execVM "earthquake.sqf"; null = [] execVM "screen.sqf"; add earthquake every x seconds : 1. make earthquake.sqf inside your mission folder 2. paste this earth = { playsound "eq"; for "_i" from 0 to 140 do { _vx = vectorup _this select 0; _vy = vectorup _this select 1; _vz = vectorup _this select 2; _coef = 0.01 - (0.0001 * _i); _this setvectorup [ _vx+(-_coef+random (2*_coef)), _vy+(-_coef+random (2*_coef)), _vz+(-_coef+random (2*_coef)) ]; sleep (0.01 + random 0.01); }; }; while {true} do { player spawn earth; sleep (180 + random 60); }; 3. change sleep (180 + random 60); to whatever seconds you want 4. put null = [] execVM "earthquake.sqf"; to your init.sqf add EW mud screen effect border : 1. paste this into your description.ext #include "\ca\missions_EW\campaign\description_mission.hpp" 2. create screen.sqf inside your mission folder, then paste this : screen = { sqf = [true] spawn bis_ew_fnc_screen; }; while {true} do { player spawn screen; sleep 5; }; 3. exec it in your init.sqf credits : loki scripts hope it helps :) Share this post Link to post Share on other sites
PLAYE1 10 Posted July 17, 2011 Thanks for help. I have one more question, i would like to dust rose near the larger number of players(multiplayer mission). How to do it? best regards. Share this post Link to post Share on other sites
kylania 567 Posted July 17, 2011 null = [] execVM "earthquake.sqf"; Gaia, author of EW, confirmed the other day that the earthquake.sqf was an obsolete variant of getting that effect and you should use addCamShake now instead. Share this post Link to post Share on other sites
blackwiddow20 10 Posted December 6, 2013 Lucky for you, I am making a mission with those EW campaign effect, so I just share it to you..copy paste this into your init.sqf : "colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; //"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 5; //--- Wind & Dust [] spawn { waituntil {isplayer brown}; setwind [0.201112,0.204166,true]; while {true} do { _ran = ceil random 5; playsound format ["wind_%1",_ran]; _obj = vehicle player; _pos = position _obj; //--- Dust setwind [0.201112*2,0.204166*2,false]; _velocity = [random 10,random 10,-1]; _color = [1.0, 0.9, 0.8]; _alpha = 0.02 + random 0.02; _ps = "#particlesource" createVehicleLocal _pos; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj]; _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0]; _ps setParticleCircle [0.1, [0, 0, 0]]; _ps setDropInterval 0.01; sleep (random 1); deletevehicle _ps; _delay = 10 + random 20; sleep _delay; }; }; //--- Ash [] spawn { waituntil {isplayer brown}; _pos = position player; _parray = [ /* 00 */ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water", /* 01 */ "", /* 02 */ "Billboard", /* 03 */ 1, /* 04 */ 4, /* 05 */ [0,0,0], /* 06 */ [0,0,0], /* 07 */ 1, /* 08 */ 0.000001, /* 09 */ 0, /* 10 */ 1.4, /* 11 */ [0.05,0.05], /* 12 */ [[0.1,0.1,0.1,1]], /* 13 */ [0,1], /* 14 */ 0.2, /* 15 */ 1.2, /* 16 */ "", /* 17 */ "", /* 18 */ vehicle player ]; _snow = "#particlesource" createVehicleLocal _pos; _snow setParticleParams _parray; _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0]; _snow setParticleCircle [0.0, [0, 0, 0]]; _snow setDropInterval 0.01; _oldPlayer = vehicle player; while {true} do { waituntil {vehicle player != _oldPlayer}; _parray set [18,vehicle player]; _snow setParticleParams _parray; _oldPlayer = vehicle player; }; }; just change brown to your player name. any other effect in EW you may want to try : null = [] execVM "earthquake.sqf"; null = [] execVM "screen.sqf"; add earthquake every x seconds : 1. make earthquake.sqf inside your mission folder 2. paste this earth = { playsound "eq"; for "_i" from 0 to 140 do { _vx = vectorup _this select 0; _vy = vectorup _this select 1; _vz = vectorup _this select 2; _coef = 0.01 - (0.0001 * _i); _this setvectorup [ _vx+(-_coef+random (2*_coef)), _vy+(-_coef+random (2*_coef)), _vz+(-_coef+random (2*_coef)) ]; sleep (0.01 + random 0.01); }; }; while {true} do { player spawn earth; sleep (180 + random 60); }; 3. change sleep (180 + random 60); to whatever seconds you want 4. put null = [] execVM "earthquake.sqf"; to your init.sqf add EW mud screen effect border : 1. paste this into your description.ext #include "\ca\missions_EW\campaign\description_mission.hpp" 2. create screen.sqf inside your mission folder, then paste this : screen = { sqf = [true] spawn bis_ew_fnc_screen; }; while {true} do { player spawn screen; sleep 5; }; 3. exec it in your init.sqf credits : loki scripts hope it helps :) I want to add this effect to my Dayz Epoch server. Is this possible? I think this effect is amazing and would look so good in a zombie apocalypse scenario. I did try to implement it as in the guide but the server was constantly searching for host and when I was able to join it was kicking players. I assume I need to either amend BE somehow or the files that this requires need to be written into my mission file. Please can somebody help as searching forum's so far haven't really helped with this. Share this post Link to post Share on other sites