lsp 10 Posted February 2, 2011 (edited) the new release v0.3 smoke is too thin for my taste is there issues using this with blastcore and ace2? prob will revert to a older version thicker smoke would make me very happy ;p Edited February 2, 2011 by lsp picture Share this post Link to post Share on other sites
icebreakr 3157 Posted February 3, 2011 Sorry, but mod is unplayable on dedicated when forest catches on fire. Even high end machines get to 7-15 fps, AI gets stuck or looped. Even with much lower settings in userconfig as they are default. Share this post Link to post Share on other sites
dmarkwick 261 Posted February 3, 2011 Sorry, but mod is unplayable on dedicated when forest catches on fire. Even high end machines get to 7-15 fps, AI gets stuck or looped. Even with much lower settings in userconfig as they are default. Hmm sounds bad. Two questions: are you getting any .rpt errors, and did you get better performance from v0.2? Share this post Link to post Share on other sites
dmarkwick 261 Posted February 3, 2011 the new release v0.3 smoke is too thin for my taste is there issues using this with blastcore and ace2? prob will revert to a older version thicker smoke would make me very happy I've restored the filler particle (which I disabled to save on particle numbers), which will double the percieved smoke thickness for the next release :) Share this post Link to post Share on other sites
1in1class 0 Posted February 3, 2011 Just notice that the white smoke seems to follow your looking directions. Looks very weird, like if the white smoke is moving up or to the left and you look in the right direction it moves with you. Share this post Link to post Share on other sites
twisted 128 Posted February 3, 2011 I'm wondering what the ratio is between people who configure the userconfig and people who leave it the same as it is downloaded. i immediately turn of forest fires. always have with this mod as while it is damn cool it does knock my fps a bit erratically and it tends to disturb existing mission to have forests burning. however i dig the effect as a gameplay device as a fire fight with a forest fire nearby and approaching is simply intense. ideally that would be great to have as a module so some missions can have it but those not made for it wouldn't get broken. Share this post Link to post Share on other sites
dmarkwick 261 Posted February 3, 2011 Just notice that the white smoke seems to follow your looking directions. Looks very weird, like if the white smoke is moving up or to the left and you look in the right direction it moves with you. That's a BIS engine thing. The particles always face the player, but there seems to be some offset to the position when you turn. It's a consequence of large particles I'm afraid. Share this post Link to post Share on other sites
1in1class 0 Posted February 3, 2011 That's a BIS engine thing. The particles always face the player, but there seems to be some offset to the position when you turn. It's a consequence of large particles I'm afraid. What about turning down the white smoke? Would that help it out in any way? More smoke looks really good, but that position of it where it follows you in all directions like an ghost type looks very weird. Iv not seen this in 0.2 was there an big jump from 0.2 to 0.3 in particles? Share this post Link to post Share on other sites
dmarkwick 261 Posted February 3, 2011 What about turning down the white smoke? Would that help it out in any way? More smoke looks really good, but that position of it where it follows you in all directions like an ghost type looks very weird. Iv not seen this in 0.2 was there an big jump from 0.2 to 0.3 in particles? The lighter smoke is not changed much, but the effect you mention is just the result of trying to use fewer, larger particles. The effect is only apparent when you get close-up, for mid and far distances the particles act correctly. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted February 26, 2011 Quick request I thought up last night while attempting to stop things setting on fire pretty much everywhere. - Would it be possible to introduce a variable for vehicles so they do not cause propagating fires when destroyed? I'm using a couple o' brewed up Shilkas as smoke generators in a mission I'm working on, problem is, when I use your wonderful addon they tend to ignite the nearby scrub and immolate the main characters during a cutscene, which is delightfully humorous, but a tad unprofessional (think dead characters with their jaws hanging open performing animations in eerie silence). Cheers. :) Share this post Link to post Share on other sites
djczing 10 Posted February 26, 2011 Cameron: I always had issues with too much fire using JTD -- then I set parameters that would limit fires in /userconfig, and havent had an issue since. I do use the original version for Arma2 -- not sure if things have changed much since. Share this post Link to post Share on other sites
sig 10 Posted February 26, 2011 I love the JTF now. But the gas tank that is on the side of the house should blow BIG, along with ammo trucks. That would be great for the next update. Share this post Link to post Share on other sites
scifer 10 Posted March 22, 2011 How do I put it in my mission :confused: Do I need to use script commands? Share this post Link to post Share on other sites
dmarkwick 261 Posted March 22, 2011 (edited) Quick request I thought up last night while attempting to stop things setting on fire pretty much everywhere.- Would it be possible to introduce a variable for vehicles so they do not cause propagating fires when destroyed? I'm using a couple o' brewed up Shilkas as smoke generators in a mission I'm working on, problem is, when I use your wonderful addon they tend to ignite the nearby scrub and immolate the main characters during a cutscene, which is delightfully humorous, but a tad unprofessional (think dead characters with their jaws hanging open performing animations in eerie silence). Cheers. :) Sorry for delay :) If you wish for a controlled smoke, you can add this little code snippet in the Init field of any object, including editor placed wrecks etc: [this,(random 10),((random 700) + 700),100,time,1,false] execVM "JTD_FireAndSmoke\Scripts\SmokeMain.sqf" The "Random 10" will give you varying low hanging smoke, if you wish to include smoke columns, then increase that number, the JTD standard is 20. That way, half of the smoke will be columns, the other half varying degrees of low lying smoke. The "((Random 700) + 700)" is the amount of seconds the smoke will be generated. You can make this number any amount you like. The other parameters are either unused or unnecessary to know about for the purposes of scripting smoke. ---------- Post added at 11:05 AM ---------- Previous post was at 11:04 AM ---------- How do I put it in my mission :confused: Do I need to use script commands? Nope, just add as a standard addon & play the game. You'll know it when you see it :) Edited March 22, 2011 by DMarkwick Share this post Link to post Share on other sites
TBuck 10 Posted March 22, 2011 Hi DMarkwick, Can you also release the init-line for the fuelfire. So I could place it near a drill-well derrick or in a oil-refinery. Tino Share this post Link to post Share on other sites
dmarkwick 261 Posted March 22, 2011 Hi DMarkwick,Can you also release the init-line for the fuelfire. So I could place it near a drill-well derrick or in a oil-refinery. Tino Hi TBuck. This line might suffice: [this,20,((random 700) + 700),100,time,1,true] execVM "JTD_FireAndSmoke\Scripts\SmokeMain.sqf" Note that you probably need to do the "null = " then code snippet for it to function properly in the init line :) Share this post Link to post Share on other sites
Gunter Severloh 4051 Posted April 24, 2011 Hey DMarkwick, I have you latest version of JTD and was wondering how to decrease the amount of time that a fuel fire burns, as for example shooting a plane down in evolution , i can come back a half hour later and there still a fire going. Other then: //FuelFire_Probability - The probability that a smoke column source will also spawn a fuelfire. //0.6 = default (60%), smaller = less probability, larger = more probability (up to 1). (1 = 100%, 0.5 = 50%, 0 = 0%) #define JTD_FuelFire_Probability 0.5 in the userconfig, is it possible to add a lifetime for fuel fires as well? Share this post Link to post Share on other sites
dmarkwick 261 Posted April 25, 2011 (edited) Hey DMarkwick,I have you latest version of JTD and was wondering how to decrease the amount of time that a fuel fire burns, as for example shooting a plane down in evolution , i can come back a half hour later and there still a fire going. Other then: //FuelFire_Probability - The probability that a smoke column source will also spawn a fuelfire. //0.6 = default (60%), smaller = less probability, larger = more probability (up to 1). (1 = 100%, 0.5 = 50%, 0 = 0%) #define JTD_FuelFire_Probability 0.5 in the userconfig, is it possible to add a lifetime for fuel fires as well? Hi Gunter. In the config there is this line: #define JTD_Smoke_Lifetime_Source 1 which is a smoke lifetime multiplier. 1 = 100%, 0.5 = 50%, 0.25 = 25% etc. The fuel effect should be tied to this multiplier also. There's also code that shortens the fuel fire effect seperately based on the vehicle's fuel amount upon destruction, so you can also reduce aircraft fuel as a seperate fuel burn time control. Edited April 25, 2011 by DMarkwick Share this post Link to post Share on other sites
Gunter Severloh 4051 Posted April 25, 2011 Hey DMarkwick, Thanks for your reply I know about the other codes but this is the code i want then #define JTD_FuelFire_Probability 0.5 if I changed it to 0.25 being 25% thast would shorten the lifespan of the fuel for correct? Share this post Link to post Share on other sites
dmarkwick 261 Posted April 26, 2011 Hey DMarkwick,Thanks for your reply I know about the other codes but this is the code i want then #define JTD_FuelFire_Probability 0.5 if I changed it to 0.25 being 25% thast would shorten the lifespan of the fuel for correct? No, you just set the probability that a fuel fire would start to 25%. The length a fuel fire burns once it's started is set by the JTD_Smoke_Lifetime_Source variable and the fuel on board. Share this post Link to post Share on other sites
fortun 14 Posted May 21, 2011 Getting the "Firedamage.sqf, Line 30" thing often. Is it any fix to this? "_nearestFire = |#|nearestObjects [_thisObject,["firemarker...' Error 0 elements provided, 3 expected File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30" Share this post Link to post Share on other sites
manzilla 1 Posted May 21, 2011 Are you playing with other mods? I get this too but haven't narrowed it down. I just figured it was an ACE2 issue cause that's what I use it with. Share this post Link to post Share on other sites
mattyfo 10 Posted May 30, 2011 I am experiencing alot of CTD after I have installed JTD Fire and Smoke. I use the SLX mod and many others. I am going to try removing Fire and Smoke, however, I really don't want to because it looks so good. ANy one know what might be causing the CTD and how to fix it? Share this post Link to post Share on other sites
jedra 11 Posted May 30, 2011 Hi, apologies if this has been answered, but a search of the thread revealed nothing... Is the AI's visibility impared by these fire and smoke effects? I am in the middle of a mission at the moment that requires the player to defend a position that is pretty much surrounded by exploded vehicles/buildings. If the AI can 'see through' this effect, I will need to not use this mod in this instance (although I will use it for other missions because it is very cool!). Share this post Link to post Share on other sites
Gunter Severloh 4051 Posted May 30, 2011 I am experiencing alot of CTD after I have installed JTD Fire and Smoke. I use the SLX mod and many others. Refer to my SLX bug list, and your game will stop crashing at least for SLX. I suggest removing all mods except SLX and see if SLX alone is crashing for you before you review my bug list, and if your game crashes or freezes then you have your answer. Is the AI's visibility impared by these fire and smoke effects? To my knowledge its not setup to impair the field of view, its designed for destroyed vehicles and planes and such, hence smoke being from fires. There was a mod if i remember correctly that had smoke that would impair the AI's view cant think of it, I thought it was VFAI but thats an old version and the AI throw smoke impairing your view. Share this post Link to post Share on other sites