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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.

 


6Z9CCGO.jpgqulSdlC.jpg

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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.

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Thanks George!  How about a short video so us lazy guys can visualize your creation?

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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 !

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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 !

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Nice move. Spam and forged link. Reported.

Edited by FallujahMedic -FM-
removed spam link

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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.

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13 hours ago, Tankbuster said:

I accidentally quoted

 

at least was it good ?! :face_palm::z:

 

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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];

 

 

?

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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.

 

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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 ! :thumbs-up:

 

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.

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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.

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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 .

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In there you have a sunny summer weather, so it's way different from 1st person with limited view settings and a cold weather.

 

You can also check if you want here , if you want a cold environment :

 

 

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All I can say is wow, your scripts are awesome.  I will be using a heap of them 😄

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Thank you very much and for anything that you want generally , there is also this topic , with the whole list :

 

 

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2 minutes ago, TPM_Aus said:

Starting to get the feel I am after:

 

Once you edit this , share if you want also the examples for everyone,

thanks !

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