JuggernautOfWar 1 Posted December 22, 2009 Opticalsnare, what is new in this new version you're working on? Share this post Link to post Share on other sites
Opticalsnare 12 Posted December 23, 2009 Well its alot more polished, smaller size obv. Sparks has been reworked and some explosions and smoke like people moaned about the grenade smoke so thats been fixed and the sparks from them has been fixed, also 30mm has very fast sparks which look quite good. I will be asking a few people to test this out so they can help find any problems as i dont wanna release it and then find out theres a error i missed. If all goes well i am hoping to release it in the next 24hrs... :) Share this post Link to post Share on other sites
AnimalMother92 10 Posted December 23, 2009 sweet i love these fx! Share this post Link to post Share on other sites
Opticalsnare 12 Posted December 23, 2009 (edited) Well all was going good and i was on track then i started adding in other mods to make sure they worked ok, and when i enabled CBA this happens Any ideas? Edited December 23, 2009 by Opticalsnare Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted December 23, 2009 Wow that's not good. Could you somehow send me the current version you are using so I can test it? Share this post Link to post Share on other sites
Opticalsnare 12 Posted December 23, 2009 (edited) Ive managed to narrow it down a bit more to the extended event handler. So i think its something to do with the way the script in the mod gets called or something for the burning and smoke when it gets destoryed. Fucking hell this is annoying the bloody shit outta me now. This is how its meant to look, which works grreat if you dont use the ExtendedEventHandler.pbo Edited December 24, 2009 by Opticalsnare Share this post Link to post Share on other sites
josepma94 10 Posted December 23, 2009 please, can you help me on installing it? i've downloaded it and i can't make it work omg, i've tried all the ways! can you help me from the begining? Share this post Link to post Share on other sites
Opticalsnare 12 Posted December 23, 2009 please, can you help me on installing it?i've downloaded it and i can't make it work omg, i've tried all the ways! can you help me from the begining? http://www.armaholic.com/plug.php?e=faq&q=18 Share this post Link to post Share on other sites
larsiano 12 Posted December 24, 2009 This keeps looking better and better :) Dont worry about the Eventhandeler problem to much it must be a small glitch somewhere. Maybe CBA does not alow enuigh time for the event to actualy take place resulting in an unfinished /distored animation? Sinds there where no problems before maybe the question: what has changed could help? I know absolutely zip about scripting but i like to think about this stuf.....anyway Good luck and merry christmas comrads !!! Share this post Link to post Share on other sites
11_harley_11 0 Posted December 24, 2009 Dear Mr Snare, Just a quick note to say that looks SEN-FRICKEN-SATIONAL! I wish I could help you in some way my friend but alas....I am an idiot. :) Share this post Link to post Share on other sites
Opticalsnare 12 Posted December 24, 2009 (edited) Ok bugger it, heres a private release for those who want something to do, this is just for testing purposes only please do not link to this version on websites or host it, it is strictly for testing only to find any bugs or issues that need fixing. The main thing that i have been trying to work out is the problem with using the CBA addon ie ExtendedEventHandler.pbo Although it seems to only effect the SU34b aircraft and not Harriers, A10, but please test this out and find out anything. Report any problems here Thanks. http://www.filefront.com/15208775/WarFXParticles-PrivateReleaseONLY.rar/ Edited December 24, 2009 by Opticalsnare Share this post Link to post Share on other sites
randir14 10 Posted December 24, 2009 I tried the test version and my results were: 1. When only WarFX test version is activated everything looks fine 2. When WarFX test version and CBA are activated everything looks fine 3. When WarFX test version, CBA and ACE are activated I encountered these bugs: Blocky smoke Fire from rocket exhaust is also blocky Share this post Link to post Share on other sites
Opticalsnare 12 Posted December 25, 2009 (edited) unhuih thats the problem ive beening trying to fix but now im pissed up and and in nop state to fix its something to do with the extended events handlier that i have no fuckin clue idea on how to use, so merry xmas all thanks for the support and hopfully all we be good when ive worked out hows to fix this mod. :rolleyes: Edited December 25, 2009 by Opticalsnare Share this post Link to post Share on other sites
b00ce 160 Posted December 25, 2009 Go talk to Stickboy about it, he knows more about CBA than any of us. Share this post Link to post Share on other sites
grub 10 Posted December 29, 2009 Oh man, I don't look at this thread for like 5 days and Optical releases a test version :D. Will have a look tomorrow when I get off work. Really looking forward to it. There's nothing better than being in a village one building down from a satchel charge or any explosion for that matter. Great Mod. Share this post Link to post Share on other sites
fincuan 0 Posted December 29, 2009 (edited) Try these: Download Now I don't really know what things are supposed to look like, but I did not notice any blocky smoke or anything else weird using those .pbos linked above. I changed a few things which are pretty obvious once you de-pbo those, but I believe the main things were: WarFXPE cfgPatches to this: class CfgPatches { class WarFXPE { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData","Extended_EventHandlers"}; }; }; and also change this: class DefaultEventhandlers { init = "_scr = _this execVM ""WarFXPE\ParticleEffects\SCRIPTS\init.sqf"";"; fired = "_this call BIS_Effects_EH_Fired;"; killed = "_this call BIS_Effects_EH_Killed;"; }; to this: class Extended_PreInit_EventHandlers { WarFXPE_clientInit = "execVM 'WarFXPE\ParticleEffects\SCRIPTS\init.sqf';"; }; edit: oh, and WarFXPE\ParticleEffects\SCRIPTS\init.sqf to: waitUntil{not isNil "BIS_Effects_init"}; if(isNil "WARFX_Effects_Init") then { WARFX_Effects_Init=true; BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\fired.sqf"; BIS_Effects_EH_Killed=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\killed.sqf"; BIS_Effects_Rifle=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\rifle.sqf"; BIS_Effects_Cannon=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\cannon.sqf"; BIS_Effects_HeavyCaliber=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\heavycaliber.sqf"; BIS_Effects_HeavySniper=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\heavysniper.sqf"; BIS_Effects_Rocket=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\rocket.sqf"; BIS_Effects_SmokeShell=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\smokeshell.sqf"; BIS_Effects_SmokeLauncher=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\smokelauncher.sqf"; BIS_Effects_Flares=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\flares.sqf"; //must use spawn command for these: BIS_Effects_Burn=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\destruction\burn.sqf"; BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf"; BIS_Effects_AirDestruction=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\destruction\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\destruction\AirDestructionStage2.sqf"; BIS_Effects_Secondaries=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\destruction\Secondaries.sqf"; //BIS_Effects_RocketTrail=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\rockettrail.sqf"; }; edit2: and one more :) WarFXWEPS cfgPatches to: class CfgPatches { class WarFXWeps { units[] = {}; weapons[] = {}; requiredVersion = 1.04; requiredAddons[] = {"WarFXPE","CAWeapons","CAWeapons2"}; }; }; Edited December 29, 2009 by Fincuan Share this post Link to post Share on other sites
Opticalsnare 12 Posted December 29, 2009 @ Fincuan I think thats fixed it! A simple test i had was having harriers vs su34s shoot eachother down which is when the blocky happened but since ive used your changes it dont happen anymore. A very big thanks for this! :D Share this post Link to post Share on other sites
kremator 1065 Posted December 29, 2009 I can also confirm that his fix works BEAUTIFULLY! Now I'm using this with ACE2 + GL4 + Zeus AI is the dogs danglies. Share this post Link to post Share on other sites
nubbin77 0 Posted December 29, 2009 Opticalsnare, thank you very much for this addon. I have a request which you can freely ignore. I was wondering if the dust impacts on the trees could be toned down. I like the wood chips flying effect and the falling leaves, but the flying dust clouds all over the place seem very out of place. Is there a way to set the trees differently then ground impacts? Share this post Link to post Share on other sites
cescollino 10 Posted December 30, 2009 i love ur mod Opticalsnare:yay: how do i install these last 2 files?? i have to replace something of warfx or they works also togheter with old version? and hmm i was wondering if was possible to make heat effect for weapons and explosion ecc .. :D Share this post Link to post Share on other sites
bensdale 0 Posted December 30, 2009 a repack including the fix would be nice ;) Share this post Link to post Share on other sites
Opticalsnare 12 Posted December 30, 2009 (edited) Yup its coming, im making sure its all good and everything works. But so far it appears all goooood so alittle more testing and fixing and il pack it up and upload it. Edited December 30, 2009 by Opticalsnare Share this post Link to post Share on other sites
AnimalMother92 10 Posted December 30, 2009 uhh happy new year :bounce3: Share this post Link to post Share on other sites
-=anders=- 0 Posted December 30, 2009 Happy new year Optical and other!!! I love this mod with Ace2!!! Share this post Link to post Share on other sites