GEORGE FLOROS GR   4207 Posted October 23, 2018 GF Fog Script - Mod by  GEORGE FLOROS [GR]    Description: GF Fog Script , create your desired , Environment. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun !  Installation / Usage: For usage instructions and information of how to use the GF Fog Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerlocal.sqf , to copy paste in your mission .https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems )http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/   Notes: Create your desired , Environment. The script will spawn a normal fog for player , according the selected options and a large size fog for the vehicles. There are 3 types of Fog for each. It is possible to spawn this , at a certain position , object or unit :    name this ex : GF_Fog_3    # These examples are included in the end of the script GF_Fog_3 spawn GF_Fog_Type_2; or for more object with the same spawn : null = {_x spawn GF_Fog_Type_1;}forEach [GF_Fog_1,GF_Fog_2];  Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums .   Changelog:  v2.1 Fixed : an error with GF_Fog_Change_spotDistance.sqf. v2.0 Added : GF_Fog_Change_spotDistance.sqf to adjust the AIs spotDistance , an initServer.sqf , to run the GF_Fog_Change_spotDistance.sqf , an option for an FPS limit. Fixed : an error with the fog spawn underwater, an error with the vehicle fog despawn , when the vehicle is destroyed.  1.1 Fixed an error with the vehicle fog despawn.  v1.0  Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40262    Armaholic GF Fog Script - Mod  On 3/30/2019 at 11:35 PM, TPM_Aus said: Hey GF, thought I would show you some footage and pics of the fog atmosphere your script is helping me make for my mission. Enjoy.  5 Share this post Link to post Share on other sites
Guest   Posted October 23, 2018 Thanks for sending us your work :) The Armaholic mirror has been updated with the new version:  GF Fog Script v1.0 Share this post Link to post Share on other sites
GEORGE FLOROS GR Â Â 4207 Posted October 29, 2018 Update Changelog: 1.1 Fixed an error with the vehicle fog despawn. Share this post Link to post Share on other sites
Guest   Posted October 29, 2018 Thanks for sending us the newest update :) The Armaholic mirror has been updated with the new version:  GF Fog Script v1.1 Share this post Link to post Share on other sites
GEORGE FLOROS GR Â Â 4207 Posted November 1, 2018 Update Changelog: v2.0 Added : GF_Fog_Change_spotDistance.sqf to adjust the AIs spotDistance , an initServer.sqf , to run the GF_Fog_Change_spotDistance.sqf , an option for FPS limit. Fixed : an error with the fog spawn underwater, an error with the vehicle fog despawn , when the vehicle is destroyed. Share this post Link to post Share on other sites
Guest   Posted November 1, 2018 Thanks again for sending us the newest update :) The Armaholic mirror has been updated with the new version:  GF Fog Script v2.0 Share this post Link to post Share on other sites
johnnyboy   3792 Posted November 1, 2018 Thanks George! How about a short video so us lazy guys can visualize your creation? 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR Â Â 4207 Posted November 1, 2018 update Changelog: v2.1 Fixed : an error with GF_Fog_Change_spotDistance.sqf. Share this post Link to post Share on other sites
GEORGE FLOROS GR   4207 Posted November 1, 2018 10 hours ago, Martina Abner said: I think it's nice to have a cloudy atmosphere  Thank you very much Martina Abner and welcome also to BIS Forums ! Share this post Link to post Share on other sites
GEORGE FLOROS GR   4207 Posted November 1, 2018 4 hours ago, johnnyboy said: a short video  Thank you very much johnnyboy !  I should have a video but i have a really acient laptop , that is almost at the minimum requirements for arma , so it's not something good !  I am curious to see how the script looks like in a good system ! So anyone who would like to add some video or picture , for any of my content , would be very nice !  # posting also here:  Thanks ! 2 Share this post Link to post Share on other sites
Tankbuster   1746 Posted November 24, 2018 (edited) Nice move. Spam and forged link. Reported. Edited November 24, 2018 by FallujahMedic -FM- removed spam link Share this post Link to post Share on other sites
GEORGE FLOROS GR   4207 Posted November 27, 2018 On 24/11/2018 at 12:17 PM, Tankbuster said: Nice move. Spam and forged link. Reported. Edited Saturday at 02:11 PM by FallujahMedic -FM- removed spam link  What is this ? because i don't really remember. 1 Share this post Link to post Share on other sites
Tankbuster   1746 Posted November 28, 2018 It was a spammer that I accidentally quoted and Medic removed. 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR   4207 Posted November 28, 2018 13 hours ago, Tankbuster said: I accidentally quoted  at least was it good ?!  Share this post Link to post Share on other sites
CHICKENLICKEN   56 Posted February 1, 2019 Hi sorry not sure how to use this.  I name my player GF_Fog_1  then put in init:  null = {_x spawn GF_Fog_Type_1;}forEach [GF_Fog_1,GF_Fog_2];   ? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR   4207 Posted February 1, 2019 How did you came up with this ? !  In every published script that i have , there is always an example mission .  This means , that there are all the available files codes and execution , in order to test the example mission . Every Test mission , has the complete files that you could use either as a base to create your mission . The main folder of every mission should have the following :  description.ext https://community.bistudio.com/wiki/Description.ext  init.sqf or initPlayerlocal or initServer or initPlayerServer check here : https://community.bistudio.com/wiki/Initialization_Order   So inside the initPlayerlocal.sqf because this is where it should execute , there are these lines: [] execVM "GF_Fog\Credits.sqf"; // Please keep the Credits or add them to your Diary [] execVM "GF_Fog\GF_Fog.sqf"; TIP : if you are not using a program for editing scripts , like notepad ++ or anything , don't expect to write , or use the codes correctly.  It is also possible to use this 3 type of different fog for a local effect fog in the map placed on an object as the example missions . The effect values of all three types can change also to less and more.  Share this post Link to post Share on other sites
GEORGE FLOROS GR   4207 Posted February 1, 2019 6 hours ago, CHICKENLICKEN said: then put in init:  Check also to @pierremgi 's information !    Ps: Pierre , you wrote this very nice , clean and easy for everyone !  13 minutes ago, pierremgi said: In MP, you should use event scripts making things easier. Try to re-order things like this:  in initServer.sqf >> all scripts for server only note: + all shared variables with initialization at start (for example scores or common reference, so you need to publicVariable them for their actual value).  in init.sqf >> all scripts for server and clients. Here the scripts run at each JIP.  in initPlayerLocal.sqf >> all local behaviors like HUDs, map... and event like onMapSingleClick So your openMap and request ... should be in such sqf. Share this post Link to post Share on other sites
TPM_Aus   137 Posted March 28, 2019 Hey again 😄 Is it possible to change the height and density of the fog? I would like it just at knee height and barely moving. 1 Share this post Link to post Share on other sites
TPM_Aus   137 Posted March 29, 2019 As you can see, the fog goes pretty high up in the sky.  1 Share this post Link to post Share on other sites
GEORGE FLOROS GR   4207 Posted March 29, 2019 You need to play a little bit with the values of the particles ! It needs to spend some time in this , so you need to check it your self ! So else , ou are the ony one actually , that you know the result that you want . 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR Â Â 4207 Posted March 29, 2019 In there you have a sunny summer weather, so it's way different from 1st person with limited view settings and a cold weather. Â You can also check if you want here , if you want a cold environment : Â Â 1 Share this post Link to post Share on other sites
TPM_Aus   137 Posted March 29, 2019 All I can say is wow, your scripts are awesome. I will be using a heap of them 😄 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR Â Â 4207 Posted March 29, 2019 Thank you very much and for anything that you want generally , there is also this topic , with the whole list : Â Â 1 Share this post Link to post Share on other sites
TPM_Aus   137 Posted March 29, 2019 Nice.  Starting to get the feel I am after: 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR Â Â 4207 Posted March 29, 2019 2 minutes ago, TPM_Aus said: Starting to get the feel I am after: Â Once you edit this , share if you want also the examples for everyone, thanks ! 1 Share this post Link to post Share on other sites