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Maddmatt

ArmA Effects

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I forgot to mention that the rain effect is a bit different now whistle.gif

And fire your gun near the ground and it kicks up a little dust.

As well as other tweaks that you might notice.

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new ver  yay.gif thx man!

PS: thanks for the info in the editing forum  smile_o.gif

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Looking good !

Here is an ArmedAssault.info Mirror to these addons :

DOWNLOAD - ArmA Effects (v 0.5) - [3,21 MB] from Armedassault.info

Code : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ArmA Effects (v 0.5) - [3,21 MB] from Armedassault.info

And here is the news to the latest release :

Click here to get to the ArmA Effects v0.5 news from ArmedAssault.info

Code :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Click here to get to the ArmA Effects v0.5 news from ArmedAssault.info

And last but not least, your personal profile where all of your mods stuff is listed (if you want to add some more info simply PM me)

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i see that the size of the pbo is double than the last version . Wich are the main differences or improvements since ver 0.4 ? smile_o.gif

thanks

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i see that the size of the pbo is double than the last version . Wich are the main differences or improvements since ver 0.4 ? smile_o.gif

thanks

I didn't realise it doubled rofl.gif

The rain texture particle makes it bigger. Binirizing it also makes it bigger for some reason.

I actually have a couple unused particle textures in there, stuff from DMarkwick's addon that I didn't use and was too lazy to remove. Although they were in the last version too I think whistle.gif

Plenty has changed. New impact effects for missiles/rockets and tank shells, dust getting kicked up when the muzzle of the gun is near the ground and it fires, a new rain effect (no more 2D texture stuck on the screen), weapon firing smoke, A10 cannon smoke (used with permission from Evanlease). Vehicle explosions tweaked, check out the new ball of smoke that rises from them.

Burning effects for tanks and chopper improved, they are longer lasting and go through several stages. No scripts used to achieve that, it's in the config.

And more. I'm too lazy to document things properly tounge2.gif

Edit: And forgot to mention that it's signed now, so servers with sig verification can allow it.

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just tested it a bit and i like it , indeed is a improvement since the last version , the new smoke clouds with the explosions ... the new fire color and effects ... well done !

it makes me want to destroy everything just to see how it explodes tounge2.gif

keep up the good work thumbs-up.gif

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Nice. This wouldn't happen to have those changes to the rain effects you were working on, would it, Matt? They looked mighty fine!

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Thanks to the ArmA sites for the mirrors. They have been added to the first post.

Nice. This wouldn't happen to have those changes to the rain effects you were working on, would it, Matt? They looked mighty fine!

Yes, the rain effects are there smile_o.gif

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PHAT! D/L now. And Imutep. Dude! THE head butt of World Cup Football. Piece of history there! biggrin_o.gif

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Always better! Thanks for your work.

What's the codiing difference between this version and previous o.4?

I've error messages about MatH_logic and some scripts I've put in a my addon via Solus Extended_Init_EH/Extended_Fired_EH (e.g.

class Extendend_Init_Eventhandler

{

/extern/class Man;

class CAManBase : Man {

SLX_fired_Man = "_this exec ""\.....sqs"";"

SLX_Init_Man = "_this exec ""...sqs"";")

With the previuos version all goes ok.

Thanks

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Hi Matt,

v0.5 appears to have introduced a config error due to a missing ';' when using ArmA Effects with Six Tracers (SixPack_1 version). This appears to be caused by ArmA Effects, the signed init_eventhandlers work fine with v0.3.

Any possibility of introducing config options please, as Sickboy has with his SixthSense mod's? If you are going to roll a lot of different effects into the same mod, to give us an element of control over which ones we would like to use.

I'm currently at v0.3 of your mod, great effects and works with other major mods.

v0.4 introduced a very noticeable lag between the time an object was destroyed and the modified effect being displayed. The fire effect was a bit wierd too (a small concentrated flame in the centre of burning tanks or vehicles).

Keep up the hard work!

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Always better! Thanks for your work.

What's the codiing difference between this version and previous o.4?

I've error messages about MatH_logic and some scripts I've put in a my addon via Solus Extended_Init_EH/Extended_Fired_EH

This version works very differently to the previous. Functions are stored on a gamelogic called "MatH_logic" and called with the getvariable command.

Have you removed the previous version of the mod before installing this? They have different filenames so the new one might not overwrite the old one and that will cause conflicts.

I haven't seen any error messages in my testing, so besides having an old version causing conflicts I'm not sure what could cause that.

And what did the error messages say?

Hi Matt,

v0.5 appears to have introduced a config error due to a missing ';' when using ArmA Effects with Six Tracers (SixPack_1 version). This appears to be caused by ArmA Effects, the signed init_eventhandlers work fine with v0.3.

Where do you see this error? In the RPT or somewhere else? There shouldn't be any missing ';' especially since I binirized it. I run it with the tracers all the time and haven't noticed any error.

Quote[/b] ]

Any possibility of introducing config options please, as Sickboy has with his SixthSense mod's? If you are going to roll a lot of different effects into the same mod, to give us an element of control over which ones we would like to use.

I don't think that's needed for an effects mod. It's more work, and I need to make sure it can't be used for cheating, especially since it's signed. Maybe one day, if I feel the need for it. Maybe some people will want less demanding effects for slower PCs.

Quote[/b] ]I'm currently at v0.3 of your mod, great effects and works with other major mods.

v0.4 introduced a very noticeable lag between the time an object was destroyed and the modified effect being displayed. The fire effect was a bit wierd too (a small concentrated flame in the centre of burning tanks or vehicles).

I don't see any lag on my PC. But I guess it's possible on lower spec PCs. V0.5 should create less particles when vehicles explode than the last version.

Fire effect is different now, it starts off covering most of the tank and then changes to a smaller flame after a few minutes.

A lot of pics/videos of burning vehicles do show smaller flames in only one part of the vehicle.

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PHAT! D/L now. And Imutep. Dude! THE head butt of World Cup Football. Piece of history there! biggrin_o.gif

tounge2.gif Zizu's best part in the finale...

Topic: Is this new version also compatibel with FFAM Mod? inlove.gif

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Topic: Is this new version also compatibel with FFAM Mod? inlove.gif

I'm not sure. If you delete the "Matt_ArmAEffects" file from FFAM it might work fine. You might need to get rid of the tracers file too and replace them with the tracers from the 6thsense.eu mod pack 1.

If you only use the sound mod part of FFAM it should work just fine.

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You are truly one of the pillars of this community,  Thank you!

notworthy.gif  notworthy.gif

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Preliminarly I must clarify that v_0.5 work well alone, it give me error only with my voices&casing scripts addon.

This is the error: '...s call (MatH_logic getvariable "fired") |#|_this exec "MyFolder\MySubFolder\ScriptName...' Error ; lacking

So this script (under Extended_Fired_EH class of my addon) don't work, but the others (under Extended_Init_EH class) yes.

If I remove this script from the config the other scripts don't work.

Any idea?

Thanks (and excuse my english).

Edit__

thanks

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Preliminarly I must clarify that v_0.5 work well alone, it give me error only with my voices&casing scripts addon.

This is the error: '...s call (MatH_logic getvariable "fired") |#|_this exec "MyFolder\MySubFolder\ScriptName...' Error ; lacking

So this script (under Extended_Fired_EH class of my addon) don't work, but the others (under Extended_Init_EH class) yes.

If I remove this script from the config the other scripts don't work.

Any idea?

Thanks (and excuse my english).

I think I found the problem. My extended fired eventhandler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">MatH_Fired_All="_this call (MatH_logic getvariable ""fired"")";

There is no ';' at the end of the command, so this is causing an error when another mod tried to use it.

Try adding a ';' to the beginning of your line. The init events are fine, it's just the fired one. I should correct mine by changing it to this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">MatH_Fired_All="_this call (MatH_logic getvariable ""fired"");";

It should also be possible to fix with a modification to the fired eventhandler addon.

This error never showed up for me because none of the other mods use the extended fired EH.

I'll post a fixed version later.

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Outstanding biggrin_o.gif

I'm using this with DMSmokeEffects so i dunno if there are conflicts going on but even if they are the results are amazing biggrin_o.gif

The rain especially is SUCH an improvement over the defaut BIS stuff. Top job dude.

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I'm using this with DMSmokeEffects so i dunno if there are conflicts going on but even if they are the results are amazing biggrin_o.gif

There are no conflicts. One will overwrite some effects from the other, depending which order you list them in the mod command line.

Important:

I've made a small tweak to fix a issue that will come up when another mod uses the extended fired EH addon, the issue HGuderian reported. The fixed version is on the MiHD.net mirror.

Can the ArmA sites hosting this please replace it with the fixed version?

@Everyone else, it would be a good idea to download the fixed version. It's not urgent, but the old version may cause trouble in future.

Edit: I'll release a V0.51 update soon that includes some other changes along with this, so you don't have to worry about this for now.

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1. Rain, whats with the additional "milky mist" that comes with it, looks wrong.

1b. With other mods I don't get the drops just the mist (when it rains the mist clears when it stops).

1c. Vanilla and your new mod I still get milky mist with rain.

I suggest removing the mist and also having a "non rain" version, the rain for me kills the rest of it (as I want the rest I really do not like the rain effect).

2. The weapon smoke puff on firing, compared to the old version I notice its more visible when zoomed into optic, but the delay of seeing the smoke puff after firing (to me) seems to much of a delay.

I went back to the old version and the smoke puff from 3rd person view .. the timing of that is just right, could that be adjusted?

These were two things that struck me as soon as I ran it and thought "hmmm .. that aint good" ... the rest is great wink_o.gif

PS - this was tested with mods and vanilla and JUST your mod to make sure.

If theres a quick config, pbo re-combine I can do to clear the rain I wouldnt mind knowing how biggrin_o.gif

Dont be offended I hope this is constructive mate, loving the rest of it.

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i don't get any milky mist with the rain , and by the way , this new rain is freaking great , the wind effect is superb and in 3d notworthy.gif

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