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ylguf

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Posts posted by ylguf


  1. this problem I think goes deeper then we realize.

    when new objects are created they are given a number as a name like 164332 or something like that.

    so with this little event handler

    Fnc_hint = 
    {
    _unit = (_this select 0) select 6;
    hint format ["%1", _unit];
    };
    
    _EHFired = player addEventHandler ["Fired", {[_this] spawn Fnc_hint;}];	

    you can view the bullet created and the id it has.

    now as you can see the id doesn't go up by 1 every time you shoot. as a matter of fact it seems to go up as time goes on, which leads me to believe that there are objects being created in places that we don't know about.

    will test further by leaving a game running and seeing how many objects get created. please test this yourself.


  2. I was looking through the game dta>bin>config and I found this.

    class CfgDestructPos

    {

    class DelayedDestruction

    {

    timeBeforeHiding = "0.2";

    hideDuration = "0.65+lifeTime*0.05";

    };

    };

    class CfgDamageAround

    {

    class DamageAroundHouse

    {

    radiusRatio = "1.0";

    indirectHit = "11";

    };

    };

    these are there own class not a subclass of anything. I believe these are the parameters for building destruction. this is around line 2800. i think this is what the issue is.


  3. Although your entire terrain tile might use 4 to 6 colours, each terrain grid cell might use fewer.

    For example, the terrain grid cell marked "A" in the diagram uses all four colours (of a Terrain15 shader rvmat, you can use more in others), and therefore needs all of the texture slots filled out:

    L01_L02_L03_L04

    By the way, the positions correspond to BLACK_RED_GREEN_BLUE_(MAGIC ALPHA SURFACE THAT VISITOR 3 CAN'T PRODUCE), so black is L01, red is L02, and so on.

    However "B" only uses green and blue:

    N_N_L03_L04

    Cell "C" only uses blue:

    N_N_N_L04

    Both "D" and "E" use only red and blue, so they can both share the N_L1_N_L3 rvmat.

    I would like to expand on this.

    as he said the rvmats are

    Black _ Red _ Green _ Blue _ Alpha-128

    0,0,0,255 _ 255,0,0,255 _ 0,255,0,255 _ 0,0,255,255 _ #,#,#,128

    and if it uses only 4 textures it would look like

    L01_L02_L03_L04 with an unused texture looking like L01_L02_L03_N

    where L01 would refer to the texture in the map data folder

    but something that isn't mentioned is the second Rvmat that is provided.

    it would also follow the format of the first Rvmat using the same amount of textures. and follows a similar color format

    but the numbers are a little different and relate to a different texture

    the colors ive found so far are

    black _ Brown _ empty(maybe orange) _empty _ Alpha-0

    8,0,0,255 _ 170,85,0,255 _ N _ N _ #,#,#,0

    A2 operation arrowhead maps had the same color layout when I looked through them. back when I was looking though some of the A2 maps I found a orange color but I couldn't find it with A3 so I don't know the value.


  4. i feel like the setDir command is broken. or at least doesn't function how one would think.

    this becomes very evident if you look at a simple example.

    while flying a plane use this command

    vehicle player setDir (direction vehicle player);

    the setdir command is broken imo because it

    sets the direction, ok that's good i told it to set the direction

    sets velocity to 0, why does it do this i only told it to set direction

    resets vectordirandup why does it do this i only told it to set direction

    the setdir command should be called setdirandresetvelocityandvectordirandup

    i feel like this command needs a update.


  5. this post is like 8 months old and has not been update since alpha and all the names haven't been changed. here is a updated "fn_throw.sqf" just copy and paste to update the class names.

    _height = getPosASL player select 2;
    _height = _height + 5;
    _pos = [player, 5, getDir player] call BIS_fnc_relPos;
    _pos set [2, _height];
    _object = objNull;
    
    switch (neo_type) do {
    case 0 : {
    	_class = "Land_CargoBox_V1_F";
    	_object = createVehicle [_class, position player, [], 0, "NONE"];
    	_object allowDamage neo_damage;
    	_object setVectorUp [random 1, random 1, random 1];
    	_object setVectorDir [random 1, random 1, random 1];
    
    	_object setPosASL _pos;
    };
    case 1 : {
    	_class = ["B_APC_Wheeled_01_base_F","B_APC_Wheeled_01_cannon_F","O_APC_Wheeled_02_base_F","O_APC_Wheeled_02_rcws_F","I_APC_Wheeled_03_base_F","I_APC_Wheeled_03_cannon_F","B_Truck_01_transport_F","B_Truck_01_covered_F","B_Truck_01_mover_F","B_Truck_01_medical_F","B_Truck_01_box_F","B_Truck_01_Repair_F","B_Truck_01_ammo_F","B_Truck_01_fuel_F","O_Truck_02_covered_F","O_Truck_02_transport_F","I_Truck_02_covered_F","I_Truck_02_transport_F","O_Truck_02_box_F","O_Truck_02_Ammo_F","O_Truck_02_fuel_F","I_Truck_02_ammo_F","I_Truck_02_box_F","I_Truck_02_fuel_F","O_Truck_02_medical_F","I_Truck_02_medical_F","C_Van_01_transport_F","I_G_Van_01_transport_F","C_Van_01_box_F","C_Van_01_fuel_F","I_G_Van_01_fuel_F","B_G_Van_01_transport_F","O_G_Van_01_transport_F","B_G_Van_01_fuel_F","O_G_Van_01_fuel_F","B_MRAP_01_F","O_MRAP_02_F","C_Offroad_01_F","I_G_Offroad_01_F","I_G_Offroad_01_armed_F","B_G_Offroad_01_armed_F","O_G_Offroad_01_armed_F","B_G_Offroad_01_F","O_G_Offroad_01_F","B_Quadbike_01_F","O_Quadbike_01_F","C_Quadbike_01_F","I_Quadbike_01_F","I_G_Quadbike_01_F","B_G_Quadbike_01_F","O_G_Quadbike_01_F","I_MRAP_03_hmg_F","I_MRAP_03_gmg_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F","B_UGV_01_F","O_UGV_01_F","I_UGV_01_F","B_UGV_01_rcws_F","O_UGV_01_rcws_F","I_UGV_01_rcws_F"] call BIS_fnc_selectRandom;
    	_object = createVehicle [_class, _pos, [], 0, "NONE"];
    	_object setPosASL _pos;
    	_object allowDamage neo_damage;
    	_object setVectorUp [random 1, random 1, random 1];
    	_object setVectorDir [random 1, random 1, random 1];
    };
    case 2 : {
    	_class = ["Heli_Light_01_base_F", "Heli_Light_02_base_F", "Heli_Transport_01_base_F", "Heli_Transport_02_base_F", "B_Heli_Light_01_F", "Heli_Light_01_armed_base_F", "B_Heli_Light_01_armed_F", "O_Heli_Light_02_F", "O_Heli_Light_02_unarmed_F", "B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "I_Heli_Transport_02_F", "B_Heli_Attack_01_F", "O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F", "B_UAV_01_F", "O_UAV_01_F", "I_UAV_01_F", "I_Plane_Fighter_03_CAS_F", "I_Plane_Fighter_03_AA_F"] call BIS_fnc_selectRandom;
    	_object = createVehicle [_class, _pos, [], 0, "NONE"];
    	_object setPosASL _pos;
    	_object allowDamage neo_damage;
    	_object setVectorUp [random 1, random 1, random 1];
    	_object setVectorDir [random 1, random 1, random 1];
    };
    case 3 : {
    	_class = ["Land_CargoBox_V1_F","Heli_Light_01_base_F", "Heli_Light_02_base_F", "Heli_Transport_01_base_F", "Heli_Transport_02_base_F", "B_Heli_Light_01_F", "Heli_Light_01_armed_base_F", "B_Heli_Light_01_armed_F", "O_Heli_Light_02_F", "O_Heli_Light_02_unarmed_F", "B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "I_Heli_Transport_02_F", "B_Heli_Attack_01_F", "O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F", "B_UAV_01_F", "O_UAV_01_F", "I_UAV_01_F", "I_Plane_Fighter_03_CAS_F", "I_Plane_Fighter_03_AA_F","B_APC_Wheeled_01_base_F","B_APC_Wheeled_01_cannon_F","O_APC_Wheeled_02_base_F","O_APC_Wheeled_02_rcws_F","I_APC_Wheeled_03_base_F","I_APC_Wheeled_03_cannon_F","B_Truck_01_transport_F","B_Truck_01_covered_F","B_Truck_01_mover_F","B_Truck_01_medical_F","B_Truck_01_box_F","B_Truck_01_Repair_F","B_Truck_01_ammo_F","B_Truck_01_fuel_F","O_Truck_02_covered_F","O_Truck_02_transport_F","I_Truck_02_covered_F","I_Truck_02_transport_F","O_Truck_02_box_F","O_Truck_02_Ammo_F","O_Truck_02_fuel_F","I_Truck_02_ammo_F","I_Truck_02_box_F","I_Truck_02_fuel_F","O_Truck_02_medical_F","I_Truck_02_medical_F","C_Van_01_transport_F","I_G_Van_01_transport_F","C_Van_01_box_F","C_Van_01_fuel_F","I_G_Van_01_fuel_F","B_G_Van_01_transport_F","O_G_Van_01_transport_F","B_G_Van_01_fuel_F","O_G_Van_01_fuel_F","B_MRAP_01_F","O_MRAP_02_F","C_Offroad_01_F","I_G_Offroad_01_F","I_G_Offroad_01_armed_F","B_G_Offroad_01_armed_F","O_G_Offroad_01_armed_F","B_G_Offroad_01_F","O_G_Offroad_01_F","B_Quadbike_01_F","O_Quadbike_01_F","C_Quadbike_01_F","I_Quadbike_01_F","I_G_Quadbike_01_F","B_G_Quadbike_01_F","O_G_Quadbike_01_F","I_MRAP_03_hmg_F","I_MRAP_03_gmg_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F","B_UGV_01_F","O_UGV_01_F","I_UGV_01_F","B_UGV_01_rcws_F","O_UGV_01_rcws_F","I_UGV_01_rcws_F"] call BIS_fnc_selectRandom;
    	_object = createVehicle [_class, _pos, [], 0, "NONE"];
    	_object setPosASL _pos;
    	_object allowDamage neo_damage;
    	_object setVectorUp [random 1, random 1, random 1];
    	_object setVectorDir [random 1, random 1, random 1];
    };
    case 4 : {
    	_object = (createGroup side player) createUnit [typeOf player, _pos, [], 0, "NONE"];
    	_object setPosASL _pos;
    	_object setDamage 1;
    };
    };
    
    _object setVelocity [(eyeDirection player select 0) * neo_force, (eyeDirection player select 1) * neo_force, (eyeDirection player select 2) * neo_force];
    
    neo_count = neo_count + 1;
    hintSilent format ["Entities: %1", neo_count];
    


  6. lots of larger maps with lots of players use triggers to spawn ai when there is a player within a certain radius. this is why you hear some people saying to not fly over every objective when the map starts on domination style maps. because it will create a lot of ai at once and cause lag. the arma ai system suffers greatly when there is a fps drop. ai skill and fps really conflict with each other. for example you could have one or two ai at a set skill level and they would be pretty smart, then when you add 100 more ai and 60 more players and the fps drops the ai is like what do I do. but I guess that's what headless clients are for.


  7. I like the mission a lot. runs great and its nice to see HC utilized. a couple things that need to be fixed:

    the AA and the AT loadouts spawn with incompatible pistols and ammo.

    I completely hated the camera on the helicopters. everytime I got in a heli it would always do something unexpected.

    ex. constantly shake, point up, attach to helicopter rotor(don't ask me why this was happening)

    but I rewrote the function to this and it runs a lot smoother.

    BTC_l_camera =
    {
    if (BTC_l_pip_cond) then 
    {
    	BTC_l_pip_cond = false;
    	[] call BIS_fnc_liveFeedTerminate;
    } 
    else 
    {
    	hint "Activating camera...";
    	BTC_l_pip_cond = true;
    	BTC_l_feed_target = "Land_HelipadEmpty_F" createVehicle (position player);
    	BTC_l_feed_target attachTo [vehicle player, [ 0, 1, -3]];
    	[vehicle player, BTC_l_feed_target, player] call BIS_fnc_liveFeed;
    	WaitUntil {sleep 1; (!(vehicle player isKindOf "Helicopter") || !Alive player)};
    	if (BTC_l_pip_cond) then {BTC_l_pip_cond = false;[] call BIS_fnc_liveFeedTerminate; deleteVehicle BTC_l_feed_target;};
    };
    };


  8. number 6 is ok. nil means the script is executed at every player.

    thanks for replying, could someone confirm this or elaborate on this.

    to my knowledge true executes on every client and false will execute on the server.

    nowhere in the documentation does it mention nil.

    and i cant come up with any logic that makes sense of (true == nil). or any of the following (bool/object/group/side/playerid == nil)

    that being said i haven't used nil in this command always bool/object

    and the animation not playing might have something to do with #5 if my assumption is correct


  9. Ok, so what am i doing wrong?

    I might be wrong on a couple of these but

    1. your missing a key pressed event handler

    2. your using a case without a switch

    3. you have (vehicle player == player) running multiple times (only need it once)

    4. you are checking players speed. I don't see why this is relevant to why they can jump or not, I could see It affecting the total height jumped but why is it only possible to jump when you are running faster then 17km/h

    5. you are calling fn_animation and im assuming its not defined anywhere

    6. there is a nil in the BIS_fnc_MP. im pretty sure nil will return errors or make it not execute at all. it needs to be bool/object/group/side/playerid

    7. what is _handled. why is it there and what is its purpose

    8. mixed inline and newline formatting(it makes it look like copy and pasted stuff from other people)


  10. I see this test as being pretty meaningless unless certain conditions are met. right now you are trying to get a server full and see if it runs good or not regardless of uptime or population. first there needs to be a function that sends info from the server to client and back to server (preferably a know amount data). and this function should tracked with BIS_fnc_codePerformance, otherwise the only info you are acutally collecting is a best guess of if its running good or bad. then this function should be ran on lan with 1 client to get a accurate minimum time the code takes to run. so you track the function runtime/ server uptime/ and population and you actually have a numbers to graph population vs performance, and time vs performance. because without this how your server is running is subjective, it could be running good (in comparison to something that runs like crap). the important thing is the actual amount of data being processed and sent because even if the server is running bad with 128 people you could calculate the optimum population


  11. It removes a little tension from building clearance if you know in advance that there's a guy in there since he didn't close the door when he went in, its like he was born in a barn!

    or he knows how to close a door, unlike someone. you have to admit you walked into that. that's just what came to mind when I read this and thought I would post it for lols. besides that VanZant has it covered.


  12. ["\A3\data_f\ParticleEffects\Universal\HitEffect.p3d",4,0,16,0],

    ["\A3\data_f\ParticleEffects\Universal\UnderWaterSmoke.p3d",4,0,16,0],

    here are some updated values,

    I think the rest are good unless you wanted to do some custom fire effect that sits still and flickers through an animation.

    I made the bomb as more of a visual effect then an actual bomb.

    im not going to release it as a bomb. ill put it in a mission that will run it serverside for people to enjoy eventually.


  13. it currently destroys buildings within a certain radius, resulting in damage to players that are near and death to players in buildings. one issue I had tho is that the building destruction creates its own particle effects after a delay and would overwrite the bombs due do the bomb using near cap. so I had to make the building destruction happen a second or two before the bomb goes off which results in it not looking as real as it could. the particle list has lots of debris/rubble/shards that im going to go back and put in.

    is there some way to disable particle effects created during building destruction without a mod?

    i know i could just make a script to remove a building and replace it with its destruction model without actually damaging the building.

    but that would result in a large amount of extra vehicles created for the small effect of not having a particle effect created.


  14. thanks for the tool. i found that the list of particle effects what lacking so i wrote a fuller one. just replace the one in the init.sqf.

    maybe update the original version with this list so that others in the future who might not read all the pages will have it.

    UPDATED LIST OF PARTICLE EFFECTS

    ["\A3\data_f\anchor",1,0,1,0],
    ["\A3\data_f\blesk1",1,0,1,0],
    ["\A3\data_f\blesk2",1,0,1,0],
    ["\A3\data_f\bohemiaolor2",1,0,1,0],
    ["\A3\data_f\box",1,0,1,0],
    ["\A3\data_f\cam_360",1,0,1,0],
    ["\A3\data_f\cam_zoom_in_front",1,0,1,0],
    ["\A3\data_f\camera",1,0,1,0],
    ["\A3\data_f\cl_basic",1,0,1,0],
    ["\A3\data_f\cl_exp",1,0,1,0],
    ["\A3\data_f\cl_exp_cloud02",1,0,1,0],
    ["\A3\data_f\cl_exp_cloud06",1,0,1,0],
    ["\A3\data_f\cl_feathers2",1,0,1,0],
    ["\A3\data_f\cl_fire",16,0,16,0],
    ["\A3\data_f\cl_fireball_02",1,0,1,0],
    ["\A3\data_f\cl_fireD",1,0,1,0],
    ["\A3\data_f\cl_firetest",1,0,1,0],
    ["\A3\data_f\cl_grass1",1,0,1,0],
    ["\A3\data_f\cl_grass2",1,0,1,0],
    ["\A3\data_f\cl_grenade2",1,0,1,0],
    ["\A3\data_f\cl_leaf",1,0,1,0],
    ["\A3\data_f\cl_leaf2",1,0,1,0],
    ["\A3\data_f\cl_leaf3",1,0,1,0],
    ["\A3\data_f\cl_paper1",1,0,1,0],
    ["\A3\data_f\cl_plastic1",1,0,1,0],
    ["\A3\data_f\cl_rock1",1,0,1,0],
    ["\A3\data_f\cl_water",1,0,1,0],
    ["\A3\data_f\colision",1,0,1,0],
    ["\A3\data_f\Cone",1,0,1,0],
    ["\A3\data_f\Cone2",1,0,1,0],
    ["\A3\data_f\cube",1,0,1,0],
    ["\A3\data_f\default",1,0,1,0],
    ["\A3\data_f\exp",1,0,1,0],
    ["\A3\data_f\flare00",1,0,1,0],
    ["\A3\data_f\flare01",1,0,1,0],
    ["\A3\data_f\flare02",1,0,1,0],
    ["\A3\data_f\flare03",1,0,1,0],
    ["\A3\data_f\flare04",1,0,1,0],
    ["\A3\data_f\flare05",1,0,1,0],
    ["\A3\data_f\flare06",1,0,1,0],
    ["\A3\data_f\flare07",1,0,1,0],
    ["\A3\data_f\flare08",1,0,1,0],
    ["\A3\data_f\flare09",1,0,1,0],
    ["\A3\data_f\flare10",1,0,1,0],
    ["\A3\data_f\flare11",1,0,1,0],
    ["\A3\data_f\flare12",1,0,1,0],
    ["\A3\data_f\flare13",1,0,1,0],
    ["\A3\data_f\flare14",1,0,1,0],
    ["\A3\data_f\flare15",1,0,1,0],
    ["\A3\data_f\force",1,0,1,0],
    ["\A3\data_f\Game_icons",1,0,1,0],
    ["\A3\data_f\halfLight",1,0,1,0],
    ["\A3\data_f\horizont",1,0,1,0],
    ["\A3\data_f\horizont_sphere",1,0,1,0],
    ["\A3\data_f\koule",1,0,1,0],
    ["\A3\data_f\kouleSvetlo",1,0,1,0],
    ["\A3\data_f\Krater",1,0,1,0],
    ["\A3\data_f\Krater_po_kulce",1,0,1,0],
    ["\A3\data_f\Kursor",1,0,1,0],
    ["\A3\data_f\laserBeam",1,0,1,0],
    ["\A3\data_f\LibraryIcons",1,0,1,0],
    ["\A3\data_f\MissileSmoke",1,0,1,0],
    ["\A3\data_f\moon",1,0,1,0],
    ["\A3\data_f\moon_anim",1,0,1,0],
    ["\A3\data_f\mrak1",1,0,1,0],
    ["\A3\data_f\mrak2",1,0,1,0],
    ["\A3\data_f\mrak3",1,0,1,0],
    ["\A3\data_f\mrak4",1,0,1,0],
    ["\A3\data_f\NoMipmapTextures",1,0,1,0],
    ["\A3\data_f\obloha",1,0,1,0],
    ["\A3\data_f\papAuto",1,0,1,0],
    ["\A3\data_f\particleTest",1,0,1,0],
    ["\A3\data_f\point",1,0,1,0],
    ["\A3\data_f\rainbow",1,0,1,0],
    ["\A3\data_f\RainDrop",1,0,1,0],
    ["\A3\data_f\rect",1,0,1,0],
    ["\A3\data_f\stars",1,0,1,0],
    ["\A3\data_f\sun",1,0,1,0],
    ["\A3\data_f\sunHalo",1,0,1,0],
    ["\A3\data_f\svetlo",1,0,1,0],
    ["\A3\data_f\Training_Ring_30",1,0,1,0],
    ["\A3\data_f\TvHi",1,0,1,0],
    ["\A3\data_f\VolumeLight",1,0,1,0],
    ["\A3\data_f\VolumeLight_searchLight",1,0,1,0],
    ["\A3\data_f\VolumeLightCar",1,0,1,0],
    ["\A3\data_f\vysilacka",1,0,1,0],
    ["\A3\data_f\XGPS",1,0,1,0],
    ["\A3\data_f\XGPS2",1,0,1,0],
    ["\A3\data_f\Xkompas",1,0,1,0],
    ["\A3\data_f\XKOSEI",1,0,1,0],
    
    
    ["\A3\data_f\ParticleEffects\CraterLong\CraterLong.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\CraterLong\CraterLong_small.p3d",1,0,1,0],
    
    
    
    ["\A3\data_f\ParticleEffects\Hit_Leaves\Leaves.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Hit_Leaves\Leaves_Green.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Hit_Leaves\Sticks.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Hit_Leaves\Sticks_Green.p3d",1,0,1,0],
    
    
    
    ["\A3\data_f\ParticleEffects\Pstone\Pstone.p3d",1,0,1,0],
    
    
    
    ["\A3\data_f\ParticleEffects\Shard\shard.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Shard\shard2.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Shard\shard3.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Shard\shard4.p3d",1,0,1,0],
    
    
    
    ["\A3\data_f\ParticleEffects\Universal\AmmoBelt_Links.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GlassParts_00.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GlassParts_01.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GlassParts_02.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GlassParts_03.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GlassParts_04.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GlassParts_05.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GlassParts_06.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GlassShards.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\Grass_volume.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\GrassMesh.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\HitEffect.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\Meat_ca.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\Mud.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\Refract.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\smoke.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\SparksBall.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\StoneSmall.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\Test_Arrow.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\TreePart.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\UnderWaterSmoke.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\Universal.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\Universal_02.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\UniversalOnSurface.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\WheelEffect.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\WoodChippings.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\WoodParts_01.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\WoodParts_02.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\WoodParts_03.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\Universal\WoodParts_04.p3d",1,0,1,0],
    
    
    
    ["\A3\data_f\ParticleEffects\WallPart\WallPart.p3d",1,0,1,0],
    ["\A3\data_f\ParticleEffects\WallPart\WallPart2.p3d",1,0,1,0],
    
    
    
    ["\A3\data_f\proxies\muzzle_flash\mf_Armor_M4.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\mf_machineGun_Cheetah.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\mf_machineGun_M2_50.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\mf_machineGun_M134MiniGun.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\mf_machineGun_MK30.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\mf_machineGun_MK32.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\mf_sparks_01.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\mf_sparks_02.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_2x2.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_2x2_Front.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_GM6.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_GMG.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_Mk20_Front.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_FlareGun.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_Mk26.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_PO7.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_Ruger.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_AA40.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_GM6.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_KRISS.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_KSG.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_M$.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_M200.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_M230.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_Mk20.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_MX25.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_PDW2000.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_RFB.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_Scorpion.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_TRG20.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_70mm.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_Aim9x.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_HellFire.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_Zephyr.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_silencer.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_XM25.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_flash1.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_flash2.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\muzzle_flash_flash3.p3d",1,0,1,0],
    ["\A3\data_f\proxies\muzzle_flash\Smoke_white_tail.p3d",1,0,1,0],
    
    ["\A3\data_f\proxies\Rope\rope.p3d",1,0,1,0]

    some values need to still be changed!!!!!

    all of the values are generic 1,0,1,0. except cl_fire. i set it to 16,0,16,0.

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

    also, does anyone know how to get circle effects to spawn above the ground

    i have no problem getting regular particle effects to spawn at a specified height, but with circles it seems to disregard z and just use the xy values.

    i think it would be cool if there were a parameter that would specify whether the height was ASL or ATL.

    some images of a big bomb i made, im planning on making a counterstrike style DE game mode once the new map is released

    you should see this badboy pics don't do it justice. its like whats that flash??? uncontrollable shaking, "POW"(hopefully you have your volume down), o noes radioactive dust.

    1024x576.resizedimage

    1024x576.resizedimage

    1024x576.resizedimage

    1024x576.resizedimage

    1024x576.resizedimage

    1024x576.resizedimage

    make sure to check the first spoiler


  15. i have tested it mp with a few people so it should work. im not sure if wind is a local variable tho so if the wind value is changed you might need to synchronize clients. feedback on what you like and don't like would be nice. I think atm its a bit to hard to autorotate into the wind, as it doesn't produces extra lift but kills speed. so ill fix that.


  16. in the sqf you can change the variable _div to about 20-25 if you want the wind to have less effect without messing with the wind strength in editor. also how is your trigger getting activated? the 3000 x 3000 means nothing. im assuming you have it on repeat when unit present or something. it only needs to get called once, and that's it. if its triggering repeatedly it will cause issues. maybe try creating a "init.sqf" file and put the execVM "applywind.sqf"; command in there. as that's how im doing it and am not having issues. and the heli effects is optional it only adds the vortex ring and settling with power effects. I have a updated version (ill release later) that has all my effects in 1 script so people looking at this in the future might be like what are they talking about multiple sqf's for.

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