CheyenneAH56 77 Posted November 21, 2016 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 ! 10 Share this post Link to post Share on other sites
Guest Posted November 21, 2016 Thanks for sending us the update! :) New version frontpaged on the Armaholic homepage. SCmod v1.35 Helicopters Share this post Link to post Share on other sites
Gummibeer 0 Posted February 27, 2017 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? Share this post Link to post Share on other sites
Hard2Kill 14 Posted April 15, 2017 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 Share this post Link to post Share on other sites
golas 36 Posted May 1, 2017 Is there a way to add rescue winch to other helicopter (knowing thei mempoints) Share this post Link to post Share on other sites
CheyenneAH56 77 Posted May 5, 2017 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/) Share this post Link to post Share on other sites
CheyenneAH56 77 Posted May 5, 2017 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. Share this post Link to post Share on other sites
CheyenneAH56 77 Posted August 19, 2017 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 ! 9 Share this post Link to post Share on other sites
Flinty 454 Posted August 19, 2017 Very cool concept! Looks really good too Share this post Link to post Share on other sites
psk_whiplash 746 Posted August 20, 2017 This is amazing! Great job! Share this post Link to post Share on other sites
kecharles28 197 Posted August 20, 2017 Updated mod v1.40 available at withSIX. Download now by clicking: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. Share this post Link to post Share on other sites
Guest Posted August 20, 2017 Thanks for sending us the update! :) The Armaholic mirror has been updated with the new version: SCmod v1.40 Share this post Link to post Share on other sites
yasotay 198 Posted August 21, 2017 Fantastic idea! Really looking forward to playing this mod! Share this post Link to post Share on other sites
Strike_NOR 898 Posted August 21, 2017 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 :) Share this post Link to post Share on other sites
CheyenneAH56 77 Posted August 21, 2017 Thanks you all ! Share this post Link to post Share on other sites
jacknorrisuk 146 Posted August 21, 2017 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? 1 Share this post Link to post Share on other sites
DruidicRifleman 13 Posted August 22, 2017 any one made Wild land gear to use with this yet Share this post Link to post Share on other sites
CheyenneAH56 77 Posted August 22, 2017 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. 1 Share this post Link to post Share on other sites
venthorror 117 Posted August 23, 2017 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. Share this post Link to post Share on other sites
CheyenneAH56 77 Posted August 23, 2017 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 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"; 2 Share this post Link to post Share on other sites
CheyenneAH56 77 Posted August 23, 2017 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. Share this post Link to post Share on other sites
venthorror 117 Posted August 23, 2017 51 minutes ago, CheyenneAH56 said: easy ...Here is the script : 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... Share this post Link to post Share on other sites
CheyenneAH56 77 Posted August 23, 2017 FPS depends on the configuration of the PC used, graphic adjustment, and background tasks. Share this post Link to post Share on other sites
jacknorrisuk 146 Posted August 24, 2017 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? 1 Share this post Link to post Share on other sites