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marki980908

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Posts posted by marki980908


  1. 3 minutes ago, pierremgi said:

    The more smoke pillars, the less FPS... And, if you multiply smoke pillars, you divide them in height.( 4 pillars are 1/4 in height compared to a unique one).

    Performance issues are not a problem to me. I want to build a scene of a wrecked plane. However Zeus Enhanced smoke looks weak. And the one from T72 Looks awesome and is maybe by magnetude of a 100x bigger, but I got no way to do it. (Well I might have now, I havent had time to test Rydygier's posted stuff yet

    What I would do alternatively I would destroy a vehicle, and teleport it under the map to have smoke effect, but smoke from wrecks only lasts limited amount of time.


  2. 37 minutes ago, sarogahtyp said:

    There is a way but maybe it is rocket science.

    https://community.bistudio.com/wiki/drop

     

    https://community.bistudio.com/wiki/ParticleArray

     

    but there is an easy way as well:

     

     

    Thanks, the easy way is the same size and Zeus Enhanced smoke, which is pretty damn small

    I am trying to figure out the rocket science way, and it is difficult. If anyone got any examples that I could edit let me know etc

    • Like 1

  3. I was making a mission and I noticed that smoke from destroyed vehicles is completely different than the one you can spawn. I currently am using Zeus Enhanced. It has a module that allows you to use most if not all smoke from Arma FX wiki page. However compared to destroyed vehicle smoke it is almost nothing. Anyone got any ideas how to spawn smoke on the rigth?
    adaasdasd.jpg
    No. 1 Is the biggest smoke you can spawn in Zeus Enhanced.
    No. 2 Is destroyed T-72 from RHS.
    Is there a way to spawn smoke on the right on an objects like a smoke pillar?


  4. I am having trouble publishing a mod, I keep getting this error, any ideas?
     

    Spoiler

    errrr.png


    Edit: Okay, so I own multiple Steam accounts, I tried uploading the mod on one of them (my first one) and it worked, however when I try doing that on my second one, it doesnt, givesme that error ^
    I am still trying to figure how to to fix it. Why I dont want to upload this mod on first steam account?, because I use different steam accounts for different communities (gaming groups require you to have different steam names, some with ranks in them, etc so one account I got for FiveM (the one where I can upload) other for ArmA (where I cant upload))
    Anyone got any solutions?


  5. On 5/16/2021 at 4:33 PM, johnnyboy said:

    Great.  Thanks Gunter and Marki.  My wife walks in right as I'm viewing these posts and says "THIS is the game you love so much?" and leaves shaking her head...:face_palm:

    Just make your wife play arma with you, host a mission where she will be chased by 10 clothingless, 15 meter men. I bet it will be all good.

    • Haha 1

  6. I was wondering, is it possible to use publisher tool on an account that does not own arma itself? I was looking to publish a mod, but instead of doing it on my own account I would like to create arma units account and publish it there, however because the account does not have arma owned on it, it doesnt seem to let me launch the BI Tool, any workarounds?


  7. I recently checked out a mod, it is an older one. After messing around I noticed that there are quite a few things that are visible in eden, but unavailiable in zeus and if added to zeus using update module, than it gives "insufficient resources" when I try to move it. How does one fix that? This mod contains a number of vehicles in it. 
    Mod in question is D3S Vehicles


  8. 10 hours ago, Joe98 said:

    Experiment,

    Experiment,

    Experiment.

     

    Every type of bullet in the game has a class name.  Every hand grenade, every mortar round, every bomb, every tank round, all aircraft ordinanc, every rocket has a class name.  See class names at the link:

     

    https://community.bistudio.com/wiki/Arma_3:_Assets

     

     

     

    How to make a trip flare (in the dark)

    = = = = = = = = = = = = =  = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

    Create a trigger and:

    flare = "F_40mm_White" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150];

     

     

    How to use a trigger to fire smoke

    = = = = = = = = = = = = =  = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

    Create a trigger and:

    smokeshell = "G_40mm_Smoke" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150];

     

     

    In both examples above:  “150”  is meters above ground level.  Smoke is best at “25”.  Can also be used for mortar shells, aircraft bombs, satchel charge, or even individual bullets. Try sheperding your men through a mortar attack. 

     

    ===========================================================================================

    It is not just smoke grenades that produce smoke.  There is also mortar smoke shells and artillery smoke shells.  They produce more smoke! Just find the class names.

     

    Now that you have your green smoke, set the wind to NIL so it does not blow away.

    You will need more than one smoke shell, so place a few of them around.

     

    The smoke will dissipate so you need to fire the smoke shells over and over again. To achieve this, place a man over on the side of the map on a level road. He will run through a trigger turn around and run back again. Every time he runs through the trigger he fires the trigger  and you get a new smoke shell.  If you need 10 smoke shells then set up 10 men with 10 triggers.

     

    Experiment

    Experiment

    Experiment

     

     

     

     

     

     

     

     

     

     

     

    That sounds overly complicated, I have found some localised fog scripts by ALIAS, but I remember there being a simpler way. Thanks for help anyway


  9. I have been zeusing for a private arma unit for a long time, recently I was told there is such thing as public zeus. I remember in old days you could load out Archilles and have expanded zeus functions. However today I tried loading only Zeus Enhanced, it required CBA, tried Archilles, it required CBA. Downloaded old version of achilles which didnt require CBA, Server didint allow me to join it. Is there a way to use expanded zeus on Public Zeus servers?


  10. 2 hours ago, stburr91 said:

     

     

    I just tested it, it works on the player for me. That command of course only slows down animations, player movement controlled with the mouse still runs at normal speed. You could also use setAccTime 0.1; that will slow down everything except the mouse movement. I don't know of anyway to slow the mouse movements.   

    Weird, I want to slow down their jogging speed, and for me it does not work at all.
    Which command did you use and how did you execute it?

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