ONI.au 0 Posted January 11, 2008 i do agree with jimbo a little over done for a 40mm launched grenade but for a 66mm rocket or a m136 perfect good crump sounds but i dont know if thats to do with the sound mod you are using or if you have embeded the sounds yourself however the only changes with pingu's smoke effects is they need to linger longer is all there is enough smoke it just doesnt hang in the air long enough thats his only issue Share this post Link to post Share on other sites
_Pingu_ 0 Posted January 11, 2008 That looks pretty good DWMarkwick, with a little tweaking I think that could look about perfect. Is there a way to get that some a little more billowing? In your example it goes a bit high too fast. I'm looking for something as close to this as possible: http://www.youtube.com/watch?v=D2QuouHYJ1M The wind in that video is quite strong though, so it would probably linger in most arma winds a lot longer. The one thing that seems quite unnatural about your explosions is the immediate smoke plume that's way above the rest of the smoke. I'd want it to billow up there eventually, not immediately. If we can tweak that out, I'd love to use your effects. Can we get the smoke to linger for a while too? Share this post Link to post Share on other sites
dmarkwick 261 Posted January 11, 2008 Quote[/b] ]i Pingu with regard to the above statement by you, take a quick look at this. I'm thinking of expanding this effect for more explosions, as I think explosions in general look a little weedy Let me know if it's anything like what you were imagining. And back in the real world, 40mm explosions look nothing like that. What is you opinion based on? Hollywood? That explosion looks more like an 84mm cart. The effect is taken from LiveLeak footage I saw of grenade explosions, as close as I can make them. They're pretty damn close. I like to call it research. Share this post Link to post Share on other sites
dmarkwick 261 Posted January 11, 2008 That looks pretty good DWMarkwick, with a little tweaking I think that could look about perfect. Is there a way to get that some a little more billowing? In your example it goes a bit high too fast.I'm looking for something as close to this as possible: http://www.youtube.com/watch?v=D2QuouHYJ1M The wind in that video is quite strong though, so it would probably linger in most arma winds a lot longer. The one thing that seems quite unnatural about your explosions is the immediate smoke plume that's way above the rest of the smoke. I'd want it to billow up there eventually, not immediately. If we can tweak that out, I'd love to use your effects. Can we get the smoke to linger for a while too? Oh yeah tweaking would be required, it's just the starting point from a grenade setting is all. Those little immediate smoke plumes are there quite deliberately due to observation from grenade footage, and they seem to happen about as often too. They're scripted so they don't need to be there if the requirement/real life effect is not there. The smoke can linger just as long as you need it to in my building collapse effects the building dust lingers for around 2 minutes I think. The problem with using billowing effects from a center point is that it looks unnatural with the ArmA game engine constraints. Give the particles a fast velocity from an explosive center and they shoot away too fast, you cannot suddenly slow them down and then have them also drift about naturally. All the footage I've seen of explosives have two things in common: There's no visual difference between the smoke suddenly appearing already in place and smoke booming out from the explosive center and suddenly stopping and the intuitive knowledge that smoke IS booming out from an explosive center makes you think that you must be able to see this happening. In reality you can't, so I made the decision to have the smoke particles suddenly appear fully in place as though exploding from a center, and your mind makes up the rest I think it works pretty well myself. Share this post Link to post Share on other sites
The_Captain 0 Posted January 11, 2008 The WGL 4.1 mod for OFP used a similar "instant cloud" effect for explosions. It was extremely frightening and powerful, especially with the sharp explosion sound effects. I much prefer insta-clouds to slowly expanding clouds like most addons/mods use... you really cringe while waiting for a grenade to go off... Looking forward to playing with that effect, DMarkwick... Share this post Link to post Share on other sites
dmarkwick 261 Posted January 11, 2008 The WGL 4.1 mod for OFP used a similar "instant cloud" effect for explosions. It was extremely frightening and powerful, especially with the sharp explosion sound effects.I much prefer insta-clouds to slowly expanding clouds like most addons/mods use... you really cringe while waiting for a grenade to go off... Looking forward to playing with that effect, DMarkwick... Actually it's in my addon right now. 4.3a link in my sig will get you the effect. (Sorry for the shameless plug of my own addon there Pingu ) Share this post Link to post Share on other sites
Jimbo762.au 0 Posted January 11, 2008 Quote[/b] ]The effect is taken from LiveLeak footage I saw of grenade explosions, as close as I can make them. They're pretty damn close. I like to call it research. Put down the crack pipe and try again....... Share this post Link to post Share on other sites
Dwarden 1124 Posted January 11, 2008 Quote[/b] ]The effect is taken from LiveLeak footage I saw of grenade explosions, as close as I can make them. They're pretty damn close. I like to call it research. Put down the crack pipe and try again....... kicked dust and smoke depends lot on terrain,dust and wind tho DMs one are very good for 'non wet' weather in 'dusty area' with minimal wind ... http://www.liveleak.com/view?i=508_1181705335 http://www.liveleak.com/view?i=4ef_1177709600 now this is great , blowing up leaking tanker with m203 http://www.liveleak.com/view?i=028_1193418094 building hits http://www.liveleak.com/view?i=a59fca9b0d http://www.liveleak.com/view?i=0d3_1194344005 http://www.liveleak.com/view?i=146_1177715054 http://www.liveleak.com/view?i=247_1197383485 http://www.liveleak.com/view?i=644_1182751944 Share this post Link to post Share on other sites
andersson 285 Posted January 11, 2008 kicked dust and smoke depends lot on terrain,dust and windtho DMs one are very good for 'non wet' weather in 'dusty area' with minimal wind ... Yes, alot of research is from middle eastern footage I believe. Doesnt fit the northern sahrani that good. It looks cool but not realistic in a wet forrest. So please make this addon terrain-compatible with different effects for desert and woodland Share this post Link to post Share on other sites
Jimbo762.au 0 Posted January 12, 2008 As for the Video that you showed 40mm HEDP rounds landing into grassed soil, completely unrealistic. Where the round landed in the first video was a sand bowl, none of what you saw rising was smoke, purely sand. Don't gob off about things you have seen on youtube to people that uses the weapons. Share this post Link to post Share on other sites
Dwarden 1124 Posted January 12, 2008 there is simple solution to that provide enough video documentation for 40mm HEDP on grass soil, mud, wet conditions and so on Share this post Link to post Share on other sites
dmarkwick 261 Posted January 12, 2008 As for the Video that you showed 40mm HEDP rounds landing into grassed soil, completely unrealistic. Where the round landed in the first video was a sand bowl, none of what you saw rising was smoke, purely sand. Don't gob off about things you have seen on youtube to people that uses the weapons. Go to the relevant addon thread (which to save on brainache is here) and make your complaints there. What you're saying is that a grenade on a sandy surface kicks up sand and is unrealistic? And you complain about the ArmA youtube footage where a grenade on a sandy surface kicks up sand? Take it to the correct addon thread please. Apologies to Pingu for the unnecessary posts. Share this post Link to post Share on other sites
charliereddog 9 Posted January 15, 2008 Have to say I'm looking forward to this, but that tripwires IMO while perhaps not used by the Aussies and others would add greatly to the ArmA experience. Sure, command Det is good for certain scenarios, but there are occasions when I'd like to leave a little present behind for any AI or players following me and my team. Once my new pc arrives, I am looking at making a trip flare which I guess would use much the same scripting. (And yes, I know I can do that simply through the editor and triggers, but I want these for missions using players, and I like the fact that the eagle eyed might get a chance to avoid them! Share this post Link to post Share on other sites
Jimbo762.au 0 Posted January 16, 2008 If you wanna leave them a present just do an snap ambush, and fighting withdrawal. Share this post Link to post Share on other sites
dmarkwick 261 Posted January 19, 2008 K I installed 1.09 just to test this out, very nice little addon. It could do with some improved method of seeing where it's "aimed" though, would be my only comment. Very difficult to get the elevation setting right by eyeball on a 2D display. I don't know what method this would be though. Probably something that is obviously not quite realistic, but something that would compensate for the "not really being there" nature of video games. Like say a very transparent cone of damage which is enabled when adjusting, and which goes away when not adjusting? Or even just a line of central aiming point, 4m long or something? And which has a LOD that you can only see really close up WHILE adjusting Something like that anyway. Share this post Link to post Share on other sites
Seth 0 Posted January 29, 2008 Hello.Those claymores are really great.Good job But i have a one question-what`s the classname,so i can put it to equipment via init field in editor?I`m working on a mission,and i`d like to use them.Again-good job,thanks Share this post Link to post Share on other sites
Seth 0 Posted February 1, 2008 Please,anybody,i really need those classnames for claymores.I want to use them in my MP mission I can`t find them anywhere Share this post Link to post Share on other sites
dmarkwick 261 Posted February 1, 2008 They're there in the config. There's 2 classes, ClaymorePrimary and ClaymoreSecondary. The ammobox class name is ClaymoreAmmoBox. Share this post Link to post Share on other sites
Seth 0 Posted February 2, 2008 Thank you wery much I appreciate the help Share this post Link to post Share on other sites
_Pingu_ 0 Posted February 12, 2008 If you're adding the claymores to equipment, be sure to add the box somewhere on the map or the scripts won't be initialized. As for sighting, I've been thinking of simulating the peep sight on some models of the claymore, just a slit optic thing that points in the same direction as the claymore. Share this post Link to post Share on other sites