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SCmod v1.40

aerial firefighting simulation

 

Put yourself in the shoes of a water bomber pilot.

Read PDF user document for information.

 

download / armaholic

subscription / steam workshop

 

PDF user document

 

gameplay

eden editor tutorial #1

eden editor tutorial #2

 

-

 

Enjoy ! :icon_biggrin:

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Hey, I rly like this mod and already got how to spawn a fire after start and without the dynamic mission. But can you tell me how to add the waterkit to a helicopter after mission start (on the fly)!? And is it possible to attach it to a unmanned helicopter or does the logic require this? 

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This mod is nothing short of amazing and enables us to properly simulate forest fires and search and rescue. One small bug, the winch cant be used on other players, is there any way you can change that?

 

Thanks for the sweet mod

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Is there a way to add rescue winch to other helicopter (knowing thei mempoints)

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On 27/02/2017 at 1:37 PM, Gummibeer said:

Hey, I rly like this mod and already got how to spawn a fire after start and without the dynamic mission. But can you tell me how to add the waterkit to a helicopter after mission start (on the fly)!? And is it possible to attach it to a unmanned helicopter or does the logic require this? 

 

Hi everyone ; 

 

> Unmanned helicopter don't work. Helicopter need to have one pilot / driver.

 

> For winch, the command is only for driver. Or you can unpbo the mod, and check for script, and adapt to your mission.

 

> Same for adding winch to another helicopter. All is in scripts (scmod_fire.pbo /script/)

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I'm sorry, I only answer you now because I realized that my account was badly parameterized.

At all post that I posted, I waited for an email to see the comments, but in vain.

 

:eh:

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Header_Template.png

 

SCmod v1.40

aerial firefighting simulation

 

Put yourself in the shoes of a water bomber pilot.

Read PDF user document for information.

 

download / armaholic

subscription / steam workshop

 

PDF user document

 

gameplay

eden editor tutorial #1

eden editor tutorial #2

 

-

 

Enjoy ! :icon_biggrin:

  • Like 9

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Very cool concept! Looks really good too

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Updated mod v1.40 available at withSIX. Download now by clicking:

banner-420x120.png

Hey CheyenneAH56, you can upload updates or new mods to withSIX yourself now!
Make your own promo page, get the power to release your work at your own point of choosing.
To learn more, follow this guide.


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Wow. I've so far only seen your youtube videos of the mod in action, but it looks incredibly well made! A lot of time and effort went into this I can tell! A very cool and creative way to use ArmA 3's engine for something completely different!

 

Downloading this later :)

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This looks awesome, can't wait to try it!

 

So, the fire system actually enables the flames to spread? This could create some amazing gameplay scenarios...will it engulf villages and destroy buildings if not halted?

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16 hours ago, jacknorrisuk said:

This looks awesome, can't wait to try it!

 

So, the fire system actually enables the flames to spread? This could create some amazing gameplay scenarios...will it engulf villages and destroy buildings if not halted?

 

Yes, indeed, once the fire is lit, it remains free to go over the whole map, depending on the wind, and can destroy any object on its way.

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Amazing mod!

It' on the front page of Steam workshop congratulations.

 

How did you make post process effects change screen color gradually when approaching fire? All I was ever able to do is make it change screen color instantly.

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3 hours ago, venthorror said:

Amazing mod!

It' on the front page of Steam workshop congratulations.

 

How did you make post process effects change screen color gradually when approaching fire? All I was ever able to do is make it change screen color instantly.

 

Thanks a lot.

 

easy :icon_biggrin:

 

Using a script, when the player is close to a flame, I use a mathematical calculation to determine a coefficient, usable as a variable.

The distance between the player and the flame determines this coefficient.

 

Here is the script :

 

_fogX = fogParams;
_effprox = ppEffectCreate ["ColorCorrections", 1000];

#LoopEffect
_firelist = player nearObjects ["SCmod_fire", 300];
_countF = count _firelist;
~0.5
?(_countF == 0): goto "EffectOff";
_firenear = _firelist select 0;

?!(isNull _firenear) : goto "LoopPart2";
~0.01
goto "LoopEffect";

#LoopPart2
_distanceX = player distance _firenear;
_coeffD = _distanceX;
goto "EffectChange";

#EffectOff
~0.01
"ColorCorrections" ppEffectCommit 3;
"ColorCorrections" ppEffectEnable true;
"ColorCorrections" ppEffectAdjust [1.00,1.00,0.00,[0.00,0.00,0.00,0.00],[1.00,1.00,1.00,1.00],[0.50,0.25,0.25,1.00]];
3.01 setFog [_fogX select 0, _fogX select 1, _fogX select 2];

~3.00
"ColorCorrections" ppEffectEnable false;
goto "LoopEffect";

#EffectChange
~0.01
_kA = 0.90 + (_coeffD/3000);
_kB = -0.10 + (_coeffD/3000);
_kC = 0.05 - (_coeffD/6000);
_kD = 0.45 - (_coeffD*0.0015);
_kE = 0.75 - (_coeffD*0.0025);
_kF = -0.50 + (_coeffD/600);
_kG = 2.50 - (_coeffD*0.005);
_kH = 1.70 - (_coeffD*0.00233);
_kI = 0.60 + (_coeffD*0.00133);
_kJ = 0.30 + (_coeffD*0.00233);
_kK = 0.20 + (_coeffD*0.001);
_kL = 0.30 - (_coeffD*0.00016);
_kM = 0.20 + (_coeffD*0.00016);

_fogV = 0.50 - (_coeffD*0.00165);
_fogD = 0.01 - (_coeffD*0.000033);
_fogB = 150 - (_coeffD/2);

~0.01
"ColorCorrections" ppEffectCommit 0.75;
"ColorCorrections" ppEffectEnable true;
"ColorCorrections" ppEffectAdjust [1.00,_kA,_kB,[_kC,_kD,_kE,0.00],[_kG,_kH,_kI,_kJ],[_kK,_kL,_kM,1.00]];
0.75 setFog [_fogV, _fogD, _fogB];

~0.8
goto "LoopEffect";

 

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One thing is unfortunate, I worked and produced a version of the BE-200, from the creations of Mr Massimo Taccolli (FS) and / or the Wing of Peace mod (A2), but not being able to reach Mr Taccolli, or team of Wing of peace, I do not have permission to upload the BE-200. I tried to join Mukcep (WoP), but no answer.

 

Really bad, because the plane is great, especially with the SCmod.

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51 minutes ago, CheyenneAH56 said:

easy :icon_biggrin:

...Here is the script :

 

:dontgetit:Well I guess it's easy for people knowing how to script...

I always wanted to have post-process light inside buildings. And while I was able to make it change, that change was instant.

 

I have seen some people complaining about FPS drop when flying over fire.

My FPS was just fine...

:y:

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FPS depends on the configuration of the PC used, graphic adjustment, and background tasks.

 

 

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I had a good play with this yesterday - really awesome work! 

The aircraft look great and it's cool to watch them dumping water on the fire, but the ground vehicles are really nice too - can't wait until they are also capable of firefighting.

 

My only suggestion is for giving mission makers control over where the fire is placed, rather than in-game. Perhaps an editor-placable fire that doesn't spread, so mission makers can make specific fire shapes/locations for rescue missions etc?

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