dmarkwick 261 Posted August 16, 2010 Ye dude I understand that scripting problem. We had it in ACRE too, until we went to an own system that no longer depends on a2s scripting stuff.However - yes, JTD was enabled. There is no fire, since I disabled it, but the tank smoke and the sand stuff, it is not like this without the mod. Hmm that's odd, because the smoke that I saw is not JTD smoke, and the sand is not part of the addon at all. Share this post Link to post Share on other sites
megagoth1702 251 Posted August 17, 2010 w00t?! I have to re-download this... Dammit, what could be wrong? Are you sure that EVERY smoke is replaced by JTD smoke? I am also running WarFX and ACE mod. Could that be causing the sand? Share this post Link to post Share on other sites
dmarkwick 261 Posted August 17, 2010 JTD FAS doesn't replace smoke, it adds smoke over the top of default smoke. If your battlefield doesn't look like the screenies on the front page of the FAS thread, you're either not using it or you've disabled those parts. And I guess that either ACE2 or WarFX is causing those sand effects :) Share this post Link to post Share on other sites
megagoth1702 251 Posted August 17, 2010 I tested - it all works fine, it's just that this smoke only comes on burning/smoking vehicles, which there are not many in ACE since vehicles dont explode straight away. :) I tested - it works, cool thanks. Share this post Link to post Share on other sites
hollow point 1 Posted August 31, 2010 I am using FAS and WFX for OA standalone. I have a few problems though. Firstly the smoke rises way too fast. and the vehicle fire spins around.. I dont know if its a compatability error with WFX.. Share this post Link to post Share on other sites
no use for a name 0 Posted September 1, 2010 I am using FAS and WFX for OA standalone. I have a few problems though. Firstly the smoke rises way too fast. and the vehicle fire spins around.. I dont know if its a compatability error with WFX.. It's an issue with OA; BIS changed the particle effects to make it look better; but any addons still using the old system don't work as well. WarFX particles has the same problem (until the new version is released soon) Share this post Link to post Share on other sites
Marc Shepard 10 Posted September 1, 2010 Hi! I think it doesn't work on OA... Can you do something please? Anyway, it's so good! Share this post Link to post Share on other sites
bigpickle 0 Posted September 4, 2010 Has the fire appearing in the sky been fixed? Share this post Link to post Share on other sites
dmarkwick 261 Posted September 4, 2010 Has the fire appearing in the sky been fixed? Fire appearing in the sky? I've never seen that. There was a bug where smoke would appear in the sky, but that got fixed. Share this post Link to post Share on other sites
Steakslim 1 Posted September 6, 2010 I think that's the fire bug from ACE he's talking about. Share this post Link to post Share on other sites
SmokeyTheLung 10 Posted September 8, 2010 @ creator(s) of JTD FAS; stellar work. This has really improved the game for me, and apparently for a few others too ;) Share this post Link to post Share on other sites
bigpickle 0 Posted September 11, 2010 I use a server that doesn't use ace, and it still happens :( Share this post Link to post Share on other sites
enad 11 Posted November 6, 2010 I have a question. Does the latest version of this mod work with ArmA 1 plants or Berghoffs vegetation? I mean when Lingor comes out will I be able to set fire to the trees and what not and would this work on Duala with the ArmA 1 trees? I've been trying to get it working with OA trees with no luck either. :( Share this post Link to post Share on other sites
Fox '09 14 Posted November 6, 2010 you should be charged with arson a support update would be cool to have for oa.or maybe a userconfig entry so we can do it (although i doubt it's that easy.. is it?) Share this post Link to post Share on other sites
bushlurker 45 Posted November 6, 2010 (edited) Does the latest version of this mod work with ArmA 1 plants or Berghoffs vegetation? I dunno about Arma 1 plants, or Berghoffs stuff, but I wondered about this sort of compatibility with my own terrain, which is almost entirely Arma 1 buildings, and repathed and tweaked Arma 2 trees... Happy to say that both catch fire nicely :D - the renamed and repathed A2 trees behave just as the regular A2 trees do, and the A1 buildings catch fire, and after a decent while burning, collapse with a satisfying whoosh and big cloud of smoke... I ain't got damage/ruins models in place yet, so they collapse into nothing - but they burn just great! *edit* the renamed and repathed A2 trees behave just as the regular A2 trees do Too fast there - sorry... the sneaky regular A2 trees hiding among the custom ones burn, the custom ones dont... yet... B Edited November 7, 2010 by Bushlurker oops... Share this post Link to post Share on other sites
dmarkwick 261 Posted November 6, 2010 (edited) I have a question. Does the latest version of this mod work with ArmA 1 plants or Berghoffs vegetation? I mean when Lingor comes out will I be able to set fire to the trees and what not and would this work on Duala with the ArmA 1 trees?I've been trying to get it working with OA trees with no luck either. :( A few pages back I posted a replacement userconfig array to include OA trees and a few others. ArmA1 trees are already included, and if Berghoff's trees are the same as the ones used in Isla Duala for example then yes they're included. It's easy to add trees yourself too, you just need to know the filename e.g treename.p3d. But, as I mentioned first thing to do is replace the userconfig array with the one posted a few pages back. *edit* Here is the link to the new userconfig array details. Edited November 7, 2010 by DMarkwick Share this post Link to post Share on other sites
enad 11 Posted November 7, 2010 Alright, I'll try that. Thanks. Share this post Link to post Share on other sites
Sam75 0 Posted December 27, 2010 I like your mod, are you still trying to improve it or you are done with it ? Share this post Link to post Share on other sites
dmarkwick 261 Posted December 27, 2010 No, I am going to try and upgrade it pretty soon :) there are lots of tweaks and improvements that I have that could do with being released. Share this post Link to post Share on other sites
Sam75 0 Posted December 27, 2010 ok thanks for your work Share this post Link to post Share on other sites
Gunter Severloh 3952 Posted December 27, 2010 Hey DMarkwick, in your future version/s can you make it possible in the userconfig Hpp to have it so that you have another option to reduce the smoke time just a little more, like give a 25% option for the Smoke_lifetime_Particle, and Smoke_lifetime_Source . //Smoke_lifetime_Particle - The multiplier for particle lifetime, affects how long each particle hangs around. //1 = default, less = shorter, more = longer. (1 = 100%, 0.5 = 50%, 2 = 200%) #define JTD_Smoke_Lifetime_Particle 0.5 //Smoke_lifetime_Source - The multiplier for smoke source lifetime, affects how long vehicles burn. //1 = default, less = shorter, more = longer. (1 = 100%, 0.5 = 50%, 2 = 200%) #define JTD_Smoke_Lifetime_Source 0.5 Share this post Link to post Share on other sites
dmarkwick 261 Posted December 27, 2010 Hey DMarkwick,in your future version/s can you make it possible in the userconfig Hpp to have it so that you have another option to reduce the smoke time just a little more, like give a 25% option for the Smoke_lifetime_Particle, and Smoke_lifetime_Source . //Smoke_lifetime_Particle - The multiplier for particle lifetime, affects how long each particle hangs around. //1 = default, less = shorter, more = longer. (1 = 100%, 0.5 = 50%, 2 = 200%) #define JTD_Smoke_Lifetime_Particle 0.5 //Smoke_lifetime_Source - The multiplier for smoke source lifetime, affects how long vehicles burn. //1 = default, less = shorter, more = longer. (1 = 100%, 0.5 = 50%, 2 = 200%) #define JTD_Smoke_Lifetime_Source 0.5 It's already there, those examples are exactly that, examples. For 25% option, use 0.25 as the value. Share this post Link to post Share on other sites
Gunter Severloh 3952 Posted December 27, 2010 Oh ok great, I think the 0.5 = 50% was throwing me off as wouldn't .50 be 50%? thats why I asked. Share this post Link to post Share on other sites
dmarkwick 261 Posted December 27, 2010 Oh ok great, I think the 0.5 = 50% was throwing me off as wouldn't .50 be 50%? thats why I asked. Mathematically 0.5 is the same as 0.50, it'd be an unnecessary zero, kind of like adding a zero to 5 to make it 05. Share this post Link to post Share on other sites
jumpinghubert 48 Posted December 27, 2010 is it possible to make your great mod compatible with WarFX-Blastcore? Share this post Link to post Share on other sites