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Everything posted by DarkDruid
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	That module creates smoke shell which is depleted after some time. I'm afraid this module doesn't support long lasting smoking. But you can detect the smoke shell was depleted and than create the new one. You are going to need some scripting for that. _pos = getPos player; while {alive player} do { _smoke = createvehicle ["SmokeShellRed",_pos,[],0,"none"]; _smoke setpos _pos; waitUntil {isNull _smoke}; };
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	Thank you for all your feedback. We are currently trying to find out where is a core of this problem. Current version of fatigue effect is in the game since 7th may update. There were some changes after that date, but it was just tweaking of duty coeficient in animations (= how much is fatigue affected by given animation) and the effect itself is the same. There were only few negative reactions on the fatigue effect before beta release, but according to the number of negative reactions after beta release it seems that some new problem appeared. That is the reason why I would like to ask you for cooperation and help. Could you please describe precisely what is the difference between the fatigue effect in the alpha and in the beta? Are/Were you using any mod which can affect postprocesses? Were you playing with disabled or low postprocesses before the beta? Could you please take some pictures or better videos of the fatigue effect in your game? Thank you for your help :)
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	Hi It's hard to help you with this info. How exactly have you placed it on the ground? Where is the effect defined?
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				Arma 3 Particle Effects documentation
DarkDruid replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I think that should be enough. :) Ylguf is right. Our current particle system is not able to compute collisions between particles and objects. Particle collisions would have huge impact on performance, that's the reason. There are only collisions between particles and the ground available at this moment. - 
	Scripting commands added into the list since my last post in this thread: handgunMagazine secondaryWeaponMagazine primaryWeaponMagazine removeAllHandgunItems removeHandgunItem removeAllPrimaryWeaponItems canAdd lbSetTooltip getRepairCargo getAmmoCargo getFuelCargo getArtilleryETA difficulty sendAUMessage getDescription removeAllActions nearSupplies simulWeatherSync setCompassOscilation renamed -> setCompassOscillation removeItemFromPrimaryWeapon renamed -> removePrimaryWeaponItem
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	You can't see any PhysX particle effects in the game right now. This technology is only for our internal use at this moment. We are working on implementation and optimization of all this. We would like to have advanced (PhysX) particles in the game, but we can't promise anything right now. That's right, there are some changes in script commands. I'm going to add these changes into the documentation tomorrow and DnA probably mention that in the changelog as well. :)
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				Arma 3 Particle Effects documentation
DarkDruid replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
We don't have more complex operators in our plans right now. But if you want something more complex, you can create a feature request via Feedback Tracker. Anyway, you should be able to change the color with current operators relatively easily. Interval between two emissions is tricky because it is usualy defined in the engine in our effects. There is particle editor for scripted effects for A2 somewhere on Armaholic.com. You can use it, transfer into A3 is simple. We won't probably release anything like this because community already did that. But there is no possibillity to change the parameters of a config-defined effect in real time. So I'm afraid you won't be able to create real time editor for config-defined effects. - 
	
	
				Arma 3 Particle Effects documentation
DarkDruid replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
They are defined directly in the engine. I will add it into the documentation soon. There is a list: x / y x * y x + y x - y x min y x max y x factor [p,q] x interpolate [p,q,r,s] randomGen That defines color of a particle during its life. You can create red particle at the start and change the color to green at the end. You can change the size of particle the same way. - 
	Unfortunately interiors of tanks won't be fully modeled. E3 is really big and hectic event and presenters are under big pressure. We are sorry for this misunderstanding.
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	There is some info about beta stuff in the dev branch: https://twitter.com/Arma3official/status/345038626079510528
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				Discussion. Are some Effects not "real" enough?
DarkDruid replied to Basxt's topic in ARMA 3 - GENERAL
There is some documentation already: http://community.bistudio.com/wiki/Arma_3_Particle_Effects And there is a thread for notes/requests/suggestions/questions as well: http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-docu - 
	
	
				Arma 3: Community wishes & ideas- NO DISCUSSION
DarkDruid replied to Maio's topic in ARMA 3 - GENERAL
We are still reading this thread, don't worry. We are thinking and talking about your suggestions, but Arma 3 is slowly finishing and we have to finish some already WIP features at first. Also we have to fix bugs and our time isn't limitless. That's the reason why many of these suggestions, even the good ones, won't make it into the game. But keep writing what you want to see in the game. We are reading it and at least some of these features will make it into the game (or into the next patches/games). Thank you for all your suggestions. - 
	It's 25. June actually. Date in PCWorld article is wrong.
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				synchronizeObjectsRemove doesn´t work?
DarkDruid replied to unidad2pete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Script command synchronizeObjectsRemove works for me, problem is probably somewhere else in your scripts. This is my init.sqf where all script commands work as expected: player synchronizeObjectsAdd [myrequester]; hint format ["Synchronized1: %1", synchronizedObjects player]; sleep 5; player synchronizeObjectsRemove [myrequester]; hint format ["Synchronized2: %1", synchronizedObjects player]; - 
	Unfortunately, you can't do that. There isn't support for this yet, this can be handled only directly in the engine right now. If you really need this feature, then you can send a feature request via Feedback Tracker (http://feedback.arma3.com/).
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	For more info about this issue (skirmish module) see: http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2402360#post2402360
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	There is no such script which you can edit, these actions are executed directly in the engine.
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				Arma 3 Particle Effects documentation
DarkDruid replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
We know about some problems with very fast particles and this seems like some bug in the simulation. It has been reported to programmers but it is low priority issue right now. Unfortunately I'm not able to tell you anything more specific about it at this moment. - 
	You shouldn't be able to reach that altitude with a chopper in the vanilla game. :popcornsmilie:
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				Particle Effect always spawns on the ground
DarkDruid replied to kng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Script command for calling of a config-defined particle effect was originaly just a way how to test some things. We didn't need this functionality. Then we decided to give this command to you. I will discuss this feature with programmers but I can't promise anything right now. Yes, the default value of the parameter onSurface is set to true in the engine and this parameter is used only if the value of the circleRadius parameter is bigger then 0 ("VehExpSmoke" has this parameter set to 0). There was a reason for this in the past (few years ago) and it stayed the same into these days because of compatibility. I will add this info into documentation. - 
	
	
				Particle Effect always spawns on the ground
DarkDruid replied to kng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That bug on FT was caused by wrong value of parameter onSurface. If you are using config definition of the effect, then try to set onSurface = false. For more info about particle effects see Arma 3 Particle Effects - Definition of part-effect. - 
	
	
				Arma 3 Particle Effects documentation
DarkDruid replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Regarding complex effects - that's right. There can be more subEffect classes in a complexEffect class. Speed of rotation depends on: - initial rotation speed (parameters rotationVelocity and rotationVelocityVar) - parameter rubbing (rotation is slowed more with bigger value of rubbing) - weight (rotation is slowed less with bigger value of weight) Speed and direction of movement depends on: - initial speed of movement (parameters moveVelocity, moveVelocityVar and moveVelocityVarConst) - wind/air friction (particle is more affected with bigger rubbing value, particle is less affected with bigger weight value) - buoyancy (ratio between density of air and particle - density of particle = weight / volume) - randomDirection parameters (randomDirectionPeriod, randomDirectionPeriodVar, randomDirectionIntensity and randomDirectionIntensityVar) - collisions - 
	It is not, will be fixed as soon as possible. :lookaround:
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	_wreck = createVehicle ["Land_UWreck_MV22_F", _pos, [], 0, "NONE"]; _fire = createVehicle ["test_EmptyObjectForFireBig", _pos, [], 0, "NONE"]; Classname of fire emitter will be probably changed in the future.
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				Is it possible to return the name or position of a player created map marker?
DarkDruid replied to near_blind_sniper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Player created map markers are present in an array returned by new script command allMapMarkers. 
            