Maddmatt 1 Posted January 22, 2008 Armaholic.com mirror updated.We have added the fixed rain addon to the package... Thanks. Added a note about it to the first post Share this post Link to post Share on other sites
m@ster 0 Posted January 22, 2008 ArmA Effects mod v0.6 (with fixed rain) Mirror: www.ofp-arma.cznhl.com Share this post Link to post Share on other sites
Apache-Cobra 0 Posted January 23, 2008 I'm loving the new smoke effects for each gun. I wanted to suggest that in real life there is also a small amount of smoke which exits the chamber along with the hot bullet casing, if that wouldnt be too much work putting it in for every single gun. Which reminds me, I also wanted to point out that if its not just me there are no gun effects for the weapon of the Crewman class. Share this post Link to post Share on other sites
Maddmatt 1 Posted January 23, 2008 I'm loving the new smoke effects for each gun.I wanted to suggest that in real life there is also a small amount of smoke which exits the chamber along with the hot bullet casing, if that wouldnt be too much work putting it in for every single gun. I actually tried to get that effect but couldn't get it to work. I don't want to have list of settings for each gun because then it would take ages and wouldn't work for all addons. I have another way, but I haven't managed to get it to work so far. It's probably just me doing something wrong so hopefully the next version will have that effect Quote[/b] ]Which reminds me, I also wanted to point out that if its not just me there are no gun effects for the weapon of the Crewman class. Seems to be a bug with XEH, fired eventhandlers don't work for units that start as vehicle crew Hopefully Solus can fix that. Otherwise I'll make a workaround. Share this post Link to post Share on other sites
sickboy 13 Posted January 23, 2008 Quote[/b] ]Which reminds me, I also wanted to point out that if its not just me there are no gun effects for the weapon of the Crewman class. Seems to be a bug with XEH, fired eventhandlers don't work for units that start as vehicle crew Hopefully Solus can fix that. Otherwise I'll make a workaround. This should not be an issue with XEH, but an issue with the installed version of XEH, possibly having extra variants laying around in the addons folder, or the vehicle used has overwritten eventHandlers etc. etc. At least, thats the conclusion I could make from problem reports made by users of XEH-enabled addons, incl my own. In the past, with older versions of XEH, the reports from Evolution Servers were mostly "Half of the time it works, half of the time it doesn't", if this was due to the setup of XEH back then, or missing addon definitions in addons/addonsAuto arrays of mission (I don't know if this array has effect on the loading order of addons, but I think not), im not sure Share this post Link to post Share on other sites
Maddmatt 1 Posted January 23, 2008 Quote[/b] ]Which reminds me, I also wanted to point out that if its not just me there are no gun effects for the weapon of the Crewman class. Seems to be a bug with XEH, fired eventhandlers don't work for units that start as vehicle crew Hopefully Solus can fix that. Otherwise I'll make a workaround. This should not be an issue with XEH, but an issue with the installed version of XEH, possibly having extra variants laying around in the addons folder, or the vehicle used has overwritten eventHandlers etc. etc... Checked all the modfolders. I only have the latest XEH, and it's the same one included in the ArmA Effects zip file. The fired EH isn't being applied to units starting off as vehicle crew. So they have no smoke effects, or even tracers from your tracer addon. Vehicles themselves, and other units work fine. This is my fired EH: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Fired_EventHandlers { class All { // Add init lines to be run on all units that inherit from this class. // Always tag your line or make it unique in some way so it doesn't get overwritten. MatH_Fired_All="_this call (MatH_logic getvariable ""fired"");"; }; }; Do you not get this bug? Try placing a humvee in the editor, controlled by player. Get out and see if you have tracers and weapon smoke when you fire. If it works for you, then I'm gonna be confused Share this post Link to post Share on other sites
sickboy 13 Posted January 23, 2008 ... If possible, I will look at it tonight when im home and report back to you Share this post Link to post Share on other sites
sparks50 0 Posted January 23, 2008 all that lacks now is a proper simulation of wind on smoke, by natural wind, helicopter, shots fired through the smoke, cars passing by etc. BIS get to it World in conflict in dx10 version had something like that i think. Anyway, great mod Share this post Link to post Share on other sites
Stavanger 0 Posted January 23, 2008 Mirror by Combat-Prison.net ArmA Effects mod v0.6fix by Maddmatt Regards, Stavanger Share this post Link to post Share on other sites
Vultar 0 Posted January 23, 2008 Too much dust somewhere Nice fire efects pretty other efects reduced lagg prefectly Masterwork Share this post Link to post Share on other sites
sickboy 13 Posted January 23, 2008 Do you not get this bug? Try placing a humvee in the editor, controlled by player. Get out and see if you have tracers and weapon smoke when you fire.If it works for you, then I'm gonna be confused Hotdamn! You are right. It's the same problem as was found with DSAI, the objects aren't fully initialized yet at the moment of the init eventhandler. This means that crew _unit returns an empty array and means that no init nor other extended eventhandlers are ran for units that start inside vehicles There are a few solutions possible: [*] The crew check could be put inside a spawn, with a sleep 0.1 before [*] ... UPDATE The problem is solved if the XEH Init script is not call compile preProcessFile'd but execVM'ed. Change found here: http://trac.6thsense.eu/arma/changeset/37 Will share my results to Killswitch. Share this post Link to post Share on other sites
Halochief89 0 Posted January 23, 2008 Sorry if asked already but how do you make the flames on a plane or helicopter when they're shot down all I get is black puffs then a crash then the fire comes. And I shot at that Su-34 with all the GAU-8 i had Share this post Link to post Share on other sites
nikita320106 0 Posted January 26, 2008 to Maddmatt) thanx for hard job.. 1q: how i can reduce weapons white smoke wile firing with zooming? Share this post Link to post Share on other sites
oldbear 390 Posted January 26, 2008 Here are the black puffs ... and the flames from that A10 shot down by a Shilka : It's a part of a larger screen shot taken while posting about ArmA Effects on Armed Assault.info. For this pic, I was using only ArmA Effects and vanilla ArmA 1.08+CG. Share this post Link to post Share on other sites
Wolfrug 0 Posted January 26, 2008 @Halochief The flames only come if the plane is destroyed entirely (turned all rusty and such); not if for instance it's so badly damaged that the pilot ejects/the pilot's been killed and it plummets. Try it in 1.09b with Camels. It's a ton of fun, I tell ya! Regards, Wolfrug Share this post Link to post Share on other sites
Maddmatt 1 Posted January 28, 2008 Sorry for the late reply. Was busy and without internet access for the last few days. I've got loads of other crap to deal with now @Sickboy: Thanks. I see there is a fixed XEH out now. Everyone, I recommend you update to the new XEH from here to fix the vehicle crew issue. @Halochief89: Wolfrug is correct. It must be completely destroyed, which is what often happens when a Shilka gets a good shot If it doesn't work for you, maybe you haven't installed the XEH correctly. Old version lying around maybe? Get rid of "extended_fired_eventhandlers.pbo" and "extended_init_eventhandlers.pbo". Make sure you have "extended_eventhandlers.pbo". Get the latest from the above link. @nikita320106: If you want to reduce the smoke from firing weapons you will have to de-pbo the addon and edit the effect in "Bullet.sqf" and the other files for certain weapons. There is no 'easy' way to do it. Share this post Link to post Share on other sites
nikita320106 0 Posted January 28, 2008 o) to Maddmatt thanx for replying... Can you prompt to me, how make, that the tank shok dust rise not by one large piece, but more small particles? sorry my engiz) Share this post Link to post Share on other sites
OL 0 Posted January 29, 2008 I installed the this mod last night and played some Evo Blue+ on 1.09b. The new smoke effects are much nicer. Thanks Matt! Share this post Link to post Share on other sites
flashbang151 0 Posted February 2, 2008 Hi, i have problems with the new XEH Version: No tracers and no blast effect when i shoot ffars. I downloaded the 1.2 Version and deleted the old Extended Init Event Handler Addon. Share this post Link to post Share on other sites
Maddmatt 1 Posted February 2, 2008 Can you prompt to me, how make, that the tank shok dust rise not by one large piece, but more small particles? You will have to edit the effect. It's in the config somewhere in the CfgCloudlets section. Called 'tankdust' or something. @Flashbang151: Maybe you have another addon conflicting with it. XAM maybe? Or an old version of something else? Something is conflicting with the XEH or XEH is not in the addons folder. Share this post Link to post Share on other sites
Apache-Cobra 0 Posted February 2, 2008 Do you have any idea how to make the fire/smoke effects on a helicopter work as well as using another eventhandler (FLIR on the MAP Apache)? Share this post Link to post Share on other sites
Maddmatt 1 Posted February 2, 2008 Do you have any idea how to make the fire/smoke effects on a helicopter work as well as using another eventhandler (FLIR on the MAP Apache)? Mapfact Apache doesn't use XEH, so overwrites the original eventhandler. The Mapfact choppers were made before XEH even existed. The Mapfact choppers will need to be updated to use XEH, so you'll have to bug them about that. It's about time they update their choppers! Share this post Link to post Share on other sites
Apache-Cobra 0 Posted February 2, 2008 Do you have any idea how to make the fire/smoke effects on a helicopter work as well as using another eventhandler (FLIR on the MAP Apache)? Mapfact Apache doesn't use XEH, so overwrites the original eventhandler. Â The Mapfact choppers were made before XEH even existed. The Mapfact choppers will need to be updated to use XEH, so you'll have to bug them about that. It's about time they update their choppers! Well i have been updating it quite a bit lately for the IMW mod. I turned it into a AH-64D Longbow, redid the systems, and plainly tuned it up a bit so it looks better/smoother whether it was a longbow or not. Would the XEH update be config-wise? Share this post Link to post Share on other sites
Maddmatt 1 Posted February 3, 2008 Would the XEH update be config-wise? Of course. Check out the examples and readme that comes with XEH for some info. You need to remove the eventhandlers listed for the Apache under CfgVehicles and give it eventhandlers under "class Extended_Init_EventHandlers". So if the classname of the Apache you want to assign an init eventhandler to is called "IMW_AH64" you would do something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Init_EventHandlers { class IMW_AH64 { IMW_AH64_init="eventhandler script code goes here"; }; }; Share this post Link to post Share on other sites
Apache-Cobra 0 Posted February 3, 2008 Would the XEH update be config-wise? Of course. Check out the examples and readme that comes with XEH for some info. You need to remove the eventhandlers listed for the Apache under CfgVehicles and give it eventhandlers under "class Extended_Init_EventHandlers". So if the classname of the Apache you want to assign an init eventhandler to is called "IMW_AH64" you would do something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Init_EventHandlers  {  class IMW_AH64   {   IMW_AH64_init="eventhandler script code goes here";   };  }; Alright thanks I'll have a look at that. EDIT: Oh and Matt, i want to suggest that you make the weapon explosions a little smaller, I mean the ones like when FFAR or an RPG hits the ground. They are a little excessive. You should make them more like the grenade explosion, that is pretty much perfect. At least cut down the flames a bit. The vehicle explosions are OK i guess. And also maybe edit the smoke to hang around a little longer like the building destruction? Share this post Link to post Share on other sites