andersson 285 Posted October 14, 2003 Maybe random? Sometimes it burns and crashes, sometimes it explodes when it crashes with only burning parts left (delete the plane) and sometimes an explosion in the sky and only debris falling down? I have big confidence in goldmember! But first I´d like to see the best helicopter washdown-effect implemented. Share this post Link to post Share on other sites
goldmember 0 Posted October 14, 2003 2. Maybe it would look better if planes would disappear after hitting the ground disappearing in a big explosion, only leaving a crater texture and a fire. As it is now it does look strange. Sometimes planes bounce up and down between trees... Good idea, but the fire would have to burn for a long time, what if you really need to see where a plane crashed? Still, it would be nice to see this. I tested. It is look wierd. After explosion there is nothing, just smoke and flame. If I have big debrises ... But managed to avoid "planes bounce up and down". If I slow down plane to speed "0" not bouncing anymore. Air vehicles now splashing into water without explosion, they only make waves. Unfortunately black smokes still come out of water for a while, even if I delete airvehicle. Share this post Link to post Share on other sites
hileco0307 0 Posted October 14, 2003 hello goldmember are you able to make config.bin with fdf+INQ+explosion mod+dr+blood ? try to do it! I'm sure that you can! have a nice day ! Share this post Link to post Share on other sites
@cero 0 Posted October 14, 2003 There was a guy working in some destroyed vehicles, and he was trying to make some body part to simulate the effects of the debastation of an explosion or crash. A bit too hardcore, but it sounds good to me. However, the creation of a small addon that create vehicle parts or just pieces of material( Not like debris) with low polis and not too exciting texturing, shouldn't be to difficult to do. Someone should work on something like that( Ideal job for newey on O2) and donate it to this mod to use in conjuction with a script that replaces the destroyed vehicle while the main explosion is going on, so you'll have a crash site for a choper or plane, and a better effect for small armour or no armoured vehicles. The vehicle parts could be a problem, because the destroyed vehicle should have a set of destroyed parts to replace it during and with the script. This parts should be created and added to the addon But I supose a major wrecage don't have to look exactly like the vehicle/s in question. Share this post Link to post Share on other sites
djukel 0 Posted October 14, 2003 2. Maybe it would look better if planes would disappear after hitting the ground disappearing in a big explosion, only leaving a crater texture and a fire. As it is now it does look strange. Sometimes planes bounce up and down between trees... Good idea, but the fire would have to burn for a long time, what if you really need to see where a plane crashed? Still, it would be nice to see this. Why don't you try to sink airplane partly into ground? It will be more similar to a wreckage. Share this post Link to post Share on other sites
goldmember 0 Posted October 15, 2003 Why don't you try to sink airplane partly into ground? It will be more similar to a wreckage. I tried "setpos" command, but air modells can not be put underground. I do not know why, because for example cars, trucks can be sink. --------------------------------------------------------------------------- hileco0307: If I am bored I will try --------------------------------------------------------------------------- @cero: Can you send me the name of this guy? --------------------------------------------------------------------------- Version 1.46 today maybe. Share this post Link to post Share on other sites
goldmember 0 Posted October 15, 2003 Realistic explosion MOD v1.46 Modified explosion effect (shell,rocket and other) in config.bin and more! changes to version 1.45 ----------------------- - tank maingun dust effect for BMPs (and Sigma-6 Tankpack) - helicopter downwash effect - improved airvehicle crash (land and water) - more fireworks on secondary ammoexplosion link to: GMR_exploMODv1.46.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMRmod directory Share this post Link to post Share on other sites
Evil Weasel 0 Posted October 15, 2003 Hi Goldmember,first of all could I say what a fantastic piece of work the GMR mod is.If BiS aren't keeping an eye on it for OFP2 they should be. I've got an idea to give you more work-would it be possible to incorprate the smokescreen effect that BAS have used on thier OPFOR T-55?IMO it would fit perfectly as it both looks great and is historically accurate(I think?) Hope that you can include this(or something similar) in your wonderful add-on. Share this post Link to post Share on other sites
KeyCat 131 Posted October 15, 2003 This ExploMod only gets better and better thanks again GM /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
theavonlady 2 Posted October 15, 2003 GMR Realistic Explosion Mod V1.46 mirror copy, courtesy of The FAQ. Share this post Link to post Share on other sites
nierop 0 Posted October 15, 2003 Goldmember, You mentioned that a plane still leaves smoke after crash in water even when deleted after destroying. When i was working with Terox on the EFL competion template Terox mentioned to me that smoke after deletion of the vehicle can be avoided when repairing the vehicle in steps back to setDammage 0. I mean like this: _vehicle setdammage 0.9 ~0.1 _vehicle setdammage 0.8 ~0.1 _vehicle setdammage 0.7 ~0.1 _vehicle setdammage 0.6 ~0.1 _vehicle setdammage 0.5 ~0.1 _vehicle setdammage 0.4 ~0.1 _vehicle setdammage 0.3 ~0.1 _vehicle setdammage 0.2 ~0.1 _vehicle setdammage 0.1 ~0.1 _vehicle setdammage 0 ~0.1 deleteVehicle _vehicle I think it is at least worth a try. Good luck, Pimmelorus [ZEUS spartans] Share this post Link to post Share on other sites
goldmember 0 Posted October 15, 2003 Goldmember,You mentioned that a plane still leaves smoke after crash in water even when deleted after destroying. Pimmelorus [ZEUS spartans] Grrreat! Thanks! It is working. I wish you sent it a couple of hours eariler, now it is left from version 1.46. But here is the quick repair: Open "watersplash.sqs" file from GMR.pbo. find that line: --------------- ~1.5+random 1.5 delete it and copy there these lines: ----------------------------------- _object setdammage 0.9 ~0.1 _object setdammage 0.8 ~0.1 _object setdammage 0.7 ~0.1 _object setdammage 0.6 ~0.1 _object setdammage 0.5 ~0.1 _object setdammage 0.4 ~0.1 _object setdammage 0.3 ~0.1 _object setdammage 0.2 ~0.1 _object setdammage 0.1 ~0.1 _object setdammage 0 ~0.1 Share this post Link to post Share on other sites
andersson 285 Posted October 15, 2003 I just must say this.... I´m making a winter config right now. Instead of everon, malden and kolgujev I use their winter counterpart! So now I only have to change the units, right now summer UCE-russians and BAS-rangers are freezing their toes off! Then I´m going to play the campaign 1985 during the winter with all lovely effects implemented by goldmember. I LOVE THIS EDITABLE CONFIG!!!! Share this post Link to post Share on other sites
bonko the sane 2 Posted October 15, 2003 DAMN This v1.46 adds some really good features! For the 100th time...Thank you Goldmember,you have done us all a very big favour Share this post Link to post Share on other sites
Dwarden 1125 Posted October 16, 2003 Anyone able get that effect on helis ? I getting none Share this post Link to post Share on other sites
Lupus-WD- 0 Posted October 16, 2003 Maybe it has been answered already, sorry if it has, but what makes blood addon work or not on a unit... I mean, when you shoot a BAS delta for instance or a reg soldier, it bleeds quite well ;\ but when you shoot some of those bas opfor/rebels, or french units from Operation frenchpoint (amongst others) they dont How is it possible to modify something so that they do ? are the latest blood+DR / blood+inq ... editable config available ? Share this post Link to post Share on other sites
Cpt. Bazikian-5thSFG- 0 Posted October 16, 2003 yeah, I noticed that too....I think it's something with the blood script it's self... No doubt another bug that SnYpir has to fix... Share this post Link to post Share on other sites
KeyCat 131 Posted October 16, 2003 Anyone able get that effect on helis ? I guess it depends on what helicopter you are using... The rotorwash effect didn't work on Martins (very nice) Bell helicopters for me but you can easy fix it by calling Goldmembers script in the helicopters init field like this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [this] exec "\GMR\helidust.sqs" @GM: It would be nice to have an easy way to select the dust color and maybe intensity for different islands (i.e big white snow clouds for winter islands, red dust for Ia Drang etc.) when making missions. Maybe it could be done with a global variable and if that isn't set the ExploMod would use the default dust color. Something like this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GMR_DustColor=1 This global variable could easily be set by the mission maker in init.sqs. Just an idea EDIT: Maybe this color selection could affect the color on the tanks maingun dust effects as well??? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
KeyCat 131 Posted October 16, 2003 Also just realized that you can change all parameters available in Goldmembers exp_init.sqs file per mission basis instead of re-compiling different PBO-files. Lets say you are working on a specific mission where you for some reason want to disable the ExploMod's shockdust effects but you only want to do it for that mission. Instead of editing exp_init.sqs and have different versions of the GMR.PBO file just add the following to the missions init.sqs file... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;change Shockdust value (0=off, 1=on) to turn on/off effect during explosion Shockdust=0 @GM: to avoid any variable name conflicts and to comply with OFPEC's tag system maybe you should consider to add "GMR_" to all global variables (i.e "GMR_Shockdust" instead of "Shockdust" etc...). /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
mr burns 132 Posted October 16, 2003 Included Rotorwash...damn, now i´m lucky that i´ve bought almost all new components for my PC a month ago Thank you so much Goldmember, outstanding work Share this post Link to post Share on other sites
BigUzi 0 Posted October 16, 2003 The 1.46 mod edition. Simply OUTSTANDING, what more is there to say. Keep up the fantastic work Goldmember A happy camper Share this post Link to post Share on other sites
bonko the sane 2 Posted October 16, 2003 Anyone able get that effect on helis ? I guess it depends on what helicopter you are using... The rotorwash effect didn't work on Martins (very nice) Bell helicopters for me but you can easy fix it by calling Goldmembers script in the helicopters init field like this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [this] exec "\GMR\helidust.sqs" It seems it only doesnt work on the Bell206 (i think it because it has a delayed starter engine) it works fine in all others, even works in the jetpack (awesome looking effect). P.S: Have u guys noticed how most addon makers are implementing variations of Goldmember's effects on their addons? Share this post Link to post Share on other sites
KeyCat 131 Posted October 16, 2003 Quote[/b] ]It seems it only doesnt work on the Bell206 (i think it because it has a delayed starter engine) it works fine in all others, Yes, I only tested with Bell206 so thanks for letting us know. Quote[/b] ]P.S: Have u guys noticed how most addon makers are implementing variations of Goldmember's effects on their addons? My worries is how Goldmembers great ExploMod will co-work with other nice addons that have similar effects built-in? Will it cause issues/conflicts? I hope all addon makers makes it possible to disable their built-in effects like BAS does on their stuff... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
goldmember 0 Posted October 16, 2003 @GM: to avoid any variable name conflicts and to comply with OFPEC's tag system maybe you should consider to add "GMR_" to all global variables (i.e "GMR_Shockdust" instead of "Shockdust" etc...)./Christer (a.k.a KeyCat) Yes,to avoid problems I will rename key values and workout different island color values in exp_init.sqs too. The rotorwash effect on costum addons not work, if addon's config.cpp file already contains eventhadlers. In this case config file must be reedited. For winter maps here is the color values: ----------------------------------------- Rotorwash -> "helidust.sqs" file _color = [[0.8,0.8,0.9,0],[0.9,0.9,1,0.25],[0.8,0.8,0.9,0],[0.8,0.8,0.9,0]] Tank Gundust -> "shockdust_tank" file CFG_color1 = [0.8, 0.8, 0.9] CFG_color2 = [0.9, 0.9, 1.0] CFG_color3 = [0.8, 0.8, 0.9] Tank Gundust -> "shockdust_bmp" file CFG_color1 = [0.8, 0.8, 0.9] CFG_color2 = [0.9, 0.9, 1.0] CFG_color3 = [0.8, 0.8, 0.9] Share this post Link to post Share on other sites
killswitch 19 Posted October 16, 2003 @ Oct. 16 2003,02:49)]Maybe it has been answered already, sorry if it has, but what makes blood addon work or not on a unit...I mean, when you shoot a BAS delta for instance or a reg soldier, it bleeds quite well ;\ but when you shoot some of those bas opfor/rebels, or french units from Operation frenchpoint (amongst others) they dont How is it possible to modify something so that they do ? are the latest blood+DR / blood+inq ... editable config available ? When an addon defines its own event handlers, even if they are not the same as the ones that the explo mod uses, any event handlers defined further up in the hiearchy will be lost. To be more specific, the "blood varants" of GMR:s config.bin has this in class Man: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { init="[] exec ""\OFPEC_Blood\blood_init.sqs"""; hit="_this exec ""\OFPEC_Blood\blood_squirt.sqs"""; }; This means that by default, all units (soldiers and civilians alike) will have the "blood feature", since they all inherit from that base class "Man", i.e will have the same properties as Man unless they change all or (more often) some of them. However, as an example, when looking at the configuration for "BAS_GovernmentOfficer" in the config of the BAS OPFORS (bas_opcpp.pbo), we find the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BAS_GovernmentOfficer: OfficerG { ... class EventHandlers { fired = " if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{JAM_RPG7Launcher},{JAM_M72LAWLauncher}]) or (_this select 4 in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}"; }; ... What happens here? Well, the Gvt. Officer will only have the fired event handler. The init and hit event handlers that were defined in Man (the Gvt. Officer is a "subclass" of Man; I took out the parts showing that for brevity) are gone. I think we can all agree that this is sad news, to put it mildly... I wish there was a way to add event handlers to a unit/vehicle, event handlers not necessarily defined in a parent class, instead of simply replacing them. However, the OFP config "language" seems to have no constructs for allowing that, which I believe is most unfortunate and goes against all sane principles of object-oriented software systems. The solution, of course, is to manually add the blood init and hit EH:s to any and all units where you want it... Share this post Link to post Share on other sites