Apache-Cobra 0 Posted March 30, 2008 ...reduced the muzzle smoke... In regards to the muzzle smoke would it be possible for you to just make the smoke appear instantly at the end of the muzzle and just blow away with the wind etc. without major time consumption/annoyances? That would probably make it the most realistic it can get without going overboard with the scripting with what i said earlier. Thanks again for your work. Share this post Link to post Share on other sites
Maddmatt 1 Posted March 30, 2008 For the 10th time, sparks are reduced in the next version! I know they are over done. 5.56 weapons sparks shouldn't be so visible. Quote[/b] ]I'm sure you've been told already, but as for the sparks, I see them when my bullets connect with human bodies. No, you see them when your bullets connect with you're enemies weapons. That is no different to ArmA without the mod. When the bullets hit bodies, there is only blood. If someone is actually getting sparks from bullets hitting bodies then something is wrong, please show screenshot/video if possible and tell me how to reproduce it (version of ArmA, other mods and so on). I test with v1.11 of ArmA and sparks/smoke show up from hitting their weapons, not their bodies. Just like vanilla ArmA. I don't think I'm going to add any more major features, it's almost time to call this little mod finished. I definitely need to call it finished before the end of May, because I wont be able to do anything for ArmA for a while then. Share this post Link to post Share on other sites
rubberkite 19 Posted March 30, 2008 For the 10th time, sparks are reduced in the next version! I know they are over done. 5.56 weapons sparks shouldn't be so visible. Quote[/b] ]I'm sure you've been told already, but as for the sparks, I see them when my bullets connect with human bodies. No, you see them when your bullets connect with you're enemies weapons. That is no different to ArmA without the mod. When the bullets hit bodies, there is only blood. If someone is actually getting sparks from bullets hitting bodies then something is wrong, please show screenshot/video if possible and tell me how to reproduce it (version of ArmA, other mods and so on). I test with v1.11 of ArmA and sparks/smoke show up from hitting their weapons, not their bodies. Just like vanilla ArmA. I don't think I'm going to add any more major features, it's almost time to call this little mod finished. I definitely need to call it finished before the end of May, because I wont be able to do anything for ArmA for a while then. MattHOLYDAYS please don't abbandon your fan before you go to the caraibean beach relase the real final version of your creature Or you're waiting for the long waited final patch from BIS THANK YOU FOR YOUR WORKS, and whatch out from sharks hehehe Share this post Link to post Share on other sites
AimPoint 0 Posted March 30, 2008 Hi Matt ..really lovely this last version can you please move a bit the muzzle smoke start few centimeters after the barrell end? now seem the smoke came out from the barrell body. I hope you undestand what I mean. for the rest just Share this post Link to post Share on other sites
kuIoodporny 45 Posted March 30, 2008 Last version totally kicks ass! What about TwinMG script? Share this post Link to post Share on other sites
layne_suhr 0 Posted April 1, 2008 One suggestion, is there a way to add smoke comming from the harrier engine??? Take this vid for example, there is a lot of smoke coming from the engine.. would be good to see it in game. Share this post Link to post Share on other sites
mr.g-c 6 Posted April 1, 2008 hmm maybe as a final before you go into holidays, replace the ARMA -Fog with a custom one... The ones from ECS mod look great btw... Best Regards, Christian Share this post Link to post Share on other sites
layne_suhr 0 Posted April 1, 2008 hmm maybe as a final before you go into holidays, replace the ARMA -Fog with a custom one... The ones from ECS mod look great btw...Best Regards, Christian What are the 'ones' from ECS mod.. are you talking about ECS fog or all ECS effects?? P.S Yes the ECS Volumetric Fog is excellant! Fog with ECS isn't just a sight length drop it actually feels like your driving / flying through it Great for the Zombie mods Share this post Link to post Share on other sites
Nowyoudie 0 Posted April 2, 2008 I think I'm getting a strange error while trying to download ArmA_Effects_v0.7.zip, there is no @ArmAEffects mod in the zip file from any mirror I tried to download from. Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted April 2, 2008 When I extract the .rar I get no file named "@ArmAEffects". I had your old one, 0.5, for a long time and it worked great. Whats' going on? Thanks... Share this post Link to post Share on other sites
PureEvil 0 Posted April 2, 2008 Just create a folder named @ArmaEffects and place the pbo files in an 'Addon' folder inside it Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted April 2, 2008 Ya, I figured it out, thanks. Share this post Link to post Share on other sites
Frank-O 0 Posted April 5, 2008 sorry guys. But 53 pages of this and a search for "TOW" i could not find a reference. Started removing my mods one at a time to find the culprit. ArmA Effects was it. TOW missile when fired has an upward downward wobble. It will miss your target unlike the firing characteristics of TOW without ArmA Effects. Can anyone else verify this? Share this post Link to post Share on other sites
Maddmatt 1 Posted April 5, 2008 sorry guys. But 53 pages of this and a search for "TOW" i could not find a reference.Started removing my mods one at a time to find the culprit. ArmA Effects was it. TOW missile when fired has an upward downward wobble. It will miss your target unlike the firing characteristics of TOW without ArmA Effects. Can anyone else verify this? The only code in ArmA Effects that applies to the TOW: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class M_TOW_AT: MissileBase { MatH_FX = "AT"; }; So I doubt it. NonWonderDog's ballistics mod is most likely the culprit. I guess you removed it at the same time? You can just remove his 'rocketballistics' file and keep the rest to get the TOW working. Edit: Although I don't think his mod made the TOW worse. At least it doesn't seem any worse to me. The wire guided missiles in ArmA have always been pretty crappy. So I take back what I said about his mod being the culprit, I think it's just ArmA Share this post Link to post Share on other sites
delta99 34 Posted April 5, 2008 TOW missile when fired has an upward downward wobble. It will miss your target unlike the firing characteristics of TOW without ArmA Effects.Can anyone else verify this? I believe that is the stock TOW behavior. Disable every mod and test and you'll likely see the wobble. People complain about it all the time. You just need to get used to it and fire a bit higher and pull the TOW down to your target. Share this post Link to post Share on other sites
kremator 1065 Posted April 5, 2008 Or use Mandobles WONDERFUL missile scripts ! The TOW is just amazing and realistic. [TAO] Kremator Share this post Link to post Share on other sites
Frank-O 0 Posted April 6, 2008 I'm sorry. I should make it clear. I started removing mods 1 at a time, to identify the mod. then ran only the mod to verify. it was ArmA Effects. Very quick test if you have a mission with a tow Hummv nearby. I then ran QG by itself and then with the mod for side by side comparison. Share this post Link to post Share on other sites
Maddmatt 1 Posted April 6, 2008 I'm sorry. I should make it clear.I started removing mods 1 at a time, to identify the mod. then ran only the mod to verify. it was ArmA Effects. Very quick test if you have a mission with a tow Hummv nearby. I then ran QG by itself and then with the mod for side by side comparison. I just tested it for myself. The TOW did the same thing both with and without the mod. It was only harder to see without the mod because of the large amount of smoke it produces. Delta99 is right, it's just ArmA. Share this post Link to post Share on other sites
Frank-O 0 Posted April 8, 2008 I admit I only tested with 1.08. Might be fixed with 1.12. But it was night and day, and not just the trailing smoke seen but where the missile impacted. I'm trying to remember which mod that twirls the TOW on launch, or am i getting confused with Hellfires? God. So much to test. Share this post Link to post Share on other sites
nikita320106 0 Posted April 8, 2008 to Maddmatt can you give me some help?? where change dust colour of grounds hits and walls hits ? I would like for myself to change white colour to brown/grey... //------------------------------------------------------- I'm sorry for my haste i'm just added to all Impact_effect colorCoef_string from tankdust_effect <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">colorCoef[] = {"1 + 0.02 * dustColor", "1 - 0.08 * dustColor", "1 - 0.34 * dustColor", 1}; //very nice effect:p ///------------------------------------------------------- and do you know where i can change wind speed for clear weather?? (in ca.config speed paramether for weather change only moving speed of clouds) Share this post Link to post Share on other sites
sprite 0 Posted April 8, 2008 was just doing some testing and looked in my rpt file becusae of it. This line was in there, seperated out a fair bit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">File Matt_ArmAEffects\config.cpp, line 5263: '/CfgCloudletShapes.Matt_Fireball2': Missing ';' at the end of line Share this post Link to post Share on other sites
Maddmatt 1 Posted April 8, 2008 I admit I only tested with 1.08. Might be fixed with 1.12. But it was night and day, and not just the trailing smoke seen but where the missile impacted. I'm trying to remember which mod that twirls the TOW on launch, or am i getting confused with Hellfires? God. So much to test. Well I've never had much luck with the TOW, with or without mods. NWD's mod seems to make it a bit more stable but it still hits below the target so you need to aim above whatever you want to hit. I've never had problems with Hellfires though. to Maddmattcan you give me some help?? where change dust colour of grounds hits and walls hits ? I would like for myself to change white colour to brown/grey... /// and do you know where i can change wind speed for clear weather?? (in ca.config speed paramether for weather change only moving speed of clouds) All the effects with 'impact' in their class name are parts of various bullet impacts. Except "ImpactEffectsBig", it is for explosives. I don't know where to alter wind speed. I haven't played around with weather much. @sprite: I don't remember seeing that error. The mod is binirised so I wonder who it refers to "config.cpp" in the first place. Unless you modified it a bit yourself, or are using another version? If the game still runs after that config error then it wont do any harm. Edit: Actually, you are running an old version. Delete "Matt_ArmAEffects" The new one is called "MatH_ArmAEffects. You should read the readme, or even the first post where it's written in bold Share this post Link to post Share on other sites
nikita320106 0 Posted April 8, 2008 to Maddmatt thanx for help)) //------------------------------------------------------- I'm sorry for my haste i'm just added to all Impact_effect colorCoef_string from tankdust_effect <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">colorCoef[] = {"1 + 0.02 * dustColor", "1 - 0.08 * dustColor", "1 - 0.34 * dustColor", 1}; //very nice effect ///------------------------------------------------------- Share this post Link to post Share on other sites
Frank-O 0 Posted April 9, 2008 I thought TOW's were optically wireguided. That means that if the operator kept the reticle on target, that's where the missile hits. Haven't found that to be the case in ArmA. Share this post Link to post Share on other sites
nikita320106 0 Posted April 9, 2008 to Maddmatt for myself I have made some tweaks of tank_dust, heli_dust, moving_dust// more natural then default// if you plan to continue the next version I can send you this part..... Share this post Link to post Share on other sites