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Posts posted by EO
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Roll on the weekend! Looking forward to the patch. PMC rules!
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Awesome stuff maxjoiner, downloading right now.
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Hi Massi, have you ever considered doing a global “Massi Units Pack†that would contains all your units and weapons together?I am a big fan of your mods and would sometimes like to use few of those in the same mission. But I would feel better asking people to have the “Mass Units Pack†instead of having 4 or 5 of those.
What do you think?
Why don't you try creating an @Units mod folder and put all of massi's PBO's in there.
I do that for units(@Units), weapons(@Weapons) and vehicles(@Vehicles) etc.
Makes for a tidy Arma3 root folder and easier launch paramaters.
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If the FOG code is too much then you can also try just browsing through CfgCloudlets in the config browser in-game. If you see one you like you can test it out with something like this:// Testing out CfgCloudlet "SecondarySmoke"
_ball = "sign_sphere25cm_F" createvehicle position player;
_fx = "#particlesource" createVehicleLocal [0,0,0];
_fx setParticleClass "SecondarySmoke";
_fx attachto [_ball,[0,0,0]];
This will spawn a red ball near the player and attach the particle effect to it. You can try various BIS particle effects, there's probably one close to what you're after.
Noob Alert! where would i put these lines of code...player's init?Thanks for your patience with a fool.
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If the FOG code is too much then you can also try just browsing through CfgCloudlets in the config browser in-game. If you see one you like you can test it out with something like this:This will spawn a red ball near the player and attach the particle effect to it. You can try various BIS particle effects, there's probably one close to what you're after.
Awesome input tpw! I will give this a go. Thanks.
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That's strange:confused:I know I posted in this thread with a couple of links provided where you could find A2 an OA mods that have already been made for smoking.
The purpose of me doing that was so you could download them, crack them open and give them a good looking over.
Not sure why someone would delete my post?:butbut:
Thanks Kommiekat, I'll do some digging myself regarding those A2/OA mods. Cheers.
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Trial and error? What have you tried so far? Just because you aren't currently familiar with scripting doesn't mean you can't learn. :) Rip the code open, see how he did the mouth stuff, figure out where it's positioned and move that position.Took your advice and opened up the code....I can see it....I can sort of understand the logic....but, no, outwith my grasp i'm afraid! C'est la vie.
// BREATH FUNCTION
tpw_fog_fnc_breathe =
{
private ["_unit","_int","_nextTime", "_source","_myParticleSource","_mylogic", "_fog","_nextbreath","_time","_factor"];
{
_unit = _x;
// Only bother if unit is alive, close to player and foggy conditions are met
if ((alive _unit) && {tpw_fog_flag} && {_unit distance player < tpw_fog_radius} && {_unit == vehicle _unit}) then
{
_nextTime = _unit getVariable ["myNextBreathTime", -1];
if(_nextTime == -1) then
{
_unit setVariable ["myNextBreathTime", diag_tickTime + (random 3)];
_source = "logic" createVehicleLocal (getpos _unit);
_unit setVariable ["myBreathingParticleLogic", _source];
if(_unit == player) then
{
_source attachto [_unit,[0,0.1,.04], "neck"];
}
else
{
_source attachto [_unit,[0,0.05,-0.08], "pilot"];
};
_unit setVariable ["myBreathingParticleSource", nil];
};
_myParticleSource = _unit getVariable ["myBreathingParticleSource", nil];
if(diag_tickTime >= _nextTime) then
{
if (isNil "_myParticleSource") then
{
_unit setVariable ["myNextBreathTime", diag_tickTime + 0.5];
_mylogic = _unit getVariable "myBreathingParticleLogic";
_fog = "#particlesource" createVehicleLocal (getpos _mylogic);
_fog setParticleParams [
["\a3\Data_f\ParticleEffects\Universal\Universal", 16, 12, 13,0],
"",
"Billboard",
0.5,
0.5,
[0,0,0],
[0,0.0,-0.3],
1,1.275,1,0.2,
[0,0.2,0],
[[1,1,1,0.02], [1,1,1,0.01], [1,1,1,0]],
[1000],
1,
0.04,
"",
"",
_mylogic
];
_fog setParticleRandom [0.5, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
_fog setDropInterval 0.01;
_unit setVariable ["myBreathingParticleSource", _fog];
}
else
{
// Next breath, shorter time for more fatigue
_time = 2 + (random 1);
_factor = _time - ((getfatigue _unit) * _time); // shorter breath when fatigued
_nextbreath = diag_ticktime + 0.5 + _factor;
_unit setVariable ["myNextBreathTime", _nextbreath];
deletevehicle (_unit getVariable "myBreathingParticleSource");
_unit setVariable ["myBreathingParticleSource", nil];
};
};
}
else
{
_unit setVariable ["myNextBreathTime", -1];
deletevehicle (_unit getVariable "myBreathingParticleLogic");
deletevehicle (_unit getVariable "myBreathingParticleSource");
};
} forEach allUnits;
};
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Trial and error? What have you tried so far? Just because you aren't currently familiar with scripting doesn't mean you can't learn. :) Rip the code open, see how he did the mouth stuff, figure out where it's positioned and move that position.I'll certainly give it a go, but i fear i may come running back here with my tail between my legs:computer:
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Have a look at TPW MODS. There's a breath fog routine that could easily be adapted to simulate smoke.Hi tpw, your mod already gets great use on just about every mission i make so thanks for that, and your right the fog breath on a larger scale would be awesome for what i need.
Trouble is i'm a user, not a creator of scripting!
Is there anything you could suggest to create that fog breath effect to emit from a person, rather than just the mouth.
Regards.
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I have an idea for a scenario which requires a smoke effect to emit from a civilian unit (like they have walked from a burning building/plane).
Can this be achieved or is it even possible with a script?
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Copy and paste into your profiles folder within your NaturalPoint/TrackIR folder, then select the profile when you open TrackIR.
Hope this helps.
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Here is Dsylecxi's profile.....Enjoy!
<?xml version="1.0" encoding="UTF-16"?>
<Profile>
<Name>Dslyecxi</Name>
<Description>Dslyecxi</Description>
<ExclusiveLoad>0</ExclusiveLoad>
<TrueViewEnabled>0</TrueViewEnabled>
<Curve>
<Axis>0</Axis>
<Enabled>1</Enabled>
<Inverted>0</Inverted>
<Mirrored>1</Mirrored>
<Limited>0</Limited>
<Limit>180</Limit>
<Type>0</Type>
<Inputs>
<Val>-49.7041</Val>
<Val>6</Val>
<Val>-30</Val>
<Val>6</Val>
<Val>-15</Val>
<Val>6</Val>
<Val>-7.39645</Val>
<Val>4.10256</Val>
<Val>-1</Val>
<Val>0</Val>
<Val>0</Val>
<Val>0</Val>
<Val>1</Val>
<Val>0</Val>
<Val>7.39645</Val>
<Val>4.10256</Val>
<Val>15</Val>
<Val>6</Val>
<Val>30</Val>
<Val>6</Val>
<Val>49.7041</Val>
<Val>6</Val>
</Inputs>
</Curve>
<Curve>
<Axis>1</Axis>
<Enabled>1</Enabled>
<Inverted>0</Inverted>
<Mirrored>1</Mirrored>
<Limited>0</Limited>
<Limit>180</Limit>
<Type>0</Type>
<Inputs>
<Val>-49</Val>
<Val>6</Val>
<Val>-30</Val>
<Val>6</Val>
<Val>-22.4852</Val>
<Val>6</Val>
<Val>-6.50888</Val>
<Val>3.58974</Val>
<Val>-2.5</Val>
<Val>0.5</Val>
<Val>0</Val>
<Val>0</Val>
<Val>2.5</Val>
<Val>0.5</Val>
<Val>6.50888</Val>
<Val>3.58974</Val>
<Val>22.4852</Val>
<Val>6</Val>
<Val>30</Val>
<Val>6</Val>
<Val>49</Val>
<Val>6</Val>
</Inputs>
</Curve>
<Curve>
<Axis>2</Axis>
<Enabled>0</Enabled>
<Inverted>0</Inverted>
<Mirrored>1</Mirrored>
<Limited>0</Limited>
<Limit>180</Limit>
<Type>0</Type>
<Inputs>
<Val>-48.9105</Val>
<Val>2</Val>
<Val>-40</Val>
<Val>2</Val>
<Val>-30</Val>
<Val>2</Val>
<Val>-13.3136</Val>
<Val>2</Val>
<Val>-6.21302</Val>
<Val>0</Val>
<Val>0</Val>
<Val>0</Val>
<Val>6.21302</Val>
<Val>0</Val>
<Val>13.3136</Val>
<Val>2</Val>
<Val>30</Val>
<Val>2</Val>
<Val>40</Val>
<Val>2</Val>
<Val>48.9105</Val>
<Val>2</Val>
</Inputs>
</Curve>
<Curve>
<Axis>3</Axis>
<Enabled>1</Enabled>
<Inverted>0</Inverted>
<Mirrored>1</Mirrored>
<Limited>0</Limited>
<Limit>180</Limit>
<Type>0</Type>
<Inputs>
<Val>-48.9105</Val>
<Val>2</Val>
<Val>-40</Val>
<Val>2</Val>
<Val>-30</Val>
<Val>2</Val>
<Val>-20</Val>
<Val>2</Val>
<Val>-3</Val>
<Val>2</Val>
<Val>0</Val>
<Val>0</Val>
<Val>3</Val>
<Val>2</Val>
<Val>20</Val>
<Val>2</Val>
<Val>30</Val>
<Val>2</Val>
<Val>40</Val>
<Val>2</Val>
<Val>48.9105</Val>
<Val>2</Val>
</Inputs>
</Curve>
<Curve>
<Axis>4</Axis>
<Enabled>0</Enabled>
<Inverted>0</Inverted>
<Mirrored>1</Mirrored>
<Limited>0</Limited>
<Limit>180</Limit>
<Type>0</Type>
<Inputs>
<Val>-49.7041</Val>
<Val>4</Val>
<Val>-40</Val>
<Val>4</Val>
<Val>-30</Val>
<Val>4</Val>
<Val>-19.5266</Val>
<Val>4</Val>
<Val>-2.5</Val>
<Val>4</Val>
<Val>0</Val>
<Val>0</Val>
<Val>2.5</Val>
<Val>4</Val>
<Val>19.5266</Val>
<Val>4</Val>
<Val>30</Val>
<Val>4</Val>
<Val>40</Val>
<Val>4</Val>
<Val>49.7041</Val>
<Val>4</Val>
</Inputs>
</Curve>
<Curve>
<Axis>5</Axis>
<Enabled>0</Enabled>
<Inverted>0</Inverted>
<Mirrored>1</Mirrored>
<Limited>0</Limited>
<Limit>180</Limit>
<Type>0</Type>
<Inputs>
<Val>-49.4083</Val>
<Val>2</Val>
<Val>-40</Val>
<Val>2</Val>
<Val>-30</Val>
<Val>2</Val>
<Val>-20</Val>
<Val>2</Val>
<Val>-3</Val>
<Val>2</Val>
<Val>0</Val>
<Val>0</Val>
<Val>2</Val>
<Val>2</Val>
<Val>24</Val>
<Val>2</Val>
<Val>28.1065</Val>
<Val>0</Val>
<Val>40</Val>
<Val>0</Val>
<Val>48.8</Val>
<Val>0</Val>
</Inputs>
</Curve>
<Hotkey>
<Name>Center</Name>
<ActionID>1</ActionID>
<Key>101</Key>
<Enable>1</Enable>
<Toggle>1</Toggle>
<Trap>0</Trap>
<IsDevice>0</IsDevice>
<DeviceGuid>{00000000-0000-0000-0000-000000000000}</DeviceGuid>
<ButtonID>0</ButtonID>
</Hotkey>
<Hotkey>
<Name>Pause</Name>
<ActionID>2</ActionID>
<Key>120</Key>
<Enable>1</Enable>
<Toggle>1</Toggle>
<Trap>1</Trap>
<IsDevice>0</IsDevice>
<DeviceGuid>{00000000-0000-0000-0000-000000000000}</DeviceGuid>
<ButtonID>0</ButtonID>
</Hotkey>
<Hotkey>
<Name>Precision</Name>
<ActionID>3</ActionID>
<Key>118</Key>
<Enable>1</Enable>
<Toggle>1</Toggle>
<Trap>1</Trap>
<IsDevice>0</IsDevice>
<DeviceGuid>{00000000-0000-0000-0000-000000000000}</DeviceGuid>
<ButtonID>0</ButtonID>
</Hotkey>
<Hotkey>
<Name>Profile</Name>
<ActionID>4</ActionID>
<Key>119</Key>
<Enable>0</Enable>
<Toggle>1</Toggle>
<Trap>1</Trap>
<IsDevice>0</IsDevice>
<DeviceGuid>{00000000-0000-0000-0000-000000000000}</DeviceGuid>
<ButtonID>0</ButtonID>
</Hotkey>
</Profile>
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For me, the most eagerly anticipated mod, good luck with development. Are we close to a release?
Peace out.
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Really enjoyed this, got any more up your sleeve?
Over and out!
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Hey massi, great work, love to see more PMC style units from you in the future, like the variety in your African pack. Peace out.
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^^^
And you have to pay nearly 8 euros/£6.50 for the privilege (it's now available as a standalone download), Dslyexci's last one for Arma2 was for free!!
I think this is way overpriced.
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Hi folks, just a quick one, has there been or is anyone thinking of making a Gurkha units mod/addon?
Seems as though they are the forgotten faction in the Arma series who have a rich military/combat history.
From a personal viewpoint, I think they would be very popular with the Arma community. Any thoughts?
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^^
Wow if this could be implemented i think my head will explode!!
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Hi Folks, fantastic piece of work. I have no problems running the addon, but can anyone enlighten me as to where i call the script in the editor...(player init?)
Thanks.
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Hi folks, just a quick one, has there been or is anyone thinking of making a Gurkha units mod/addon?
Seems as though they are the forgotten faction in the Arma series who have a rich military/combat history.
From a personal viewpoint, I think they would be very popular with the Arma community. Any thoughts?
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Good to here we're getting one big mod package mate, you have single-handedly made my last few weeks of Arma an
experience.Keep up the good work Dude!
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Hey folks, very new to all this, so please forgive me!
I'm finding my feet with the editor, but need to know or if it's possible to create a continuous smoke effect.
I want to create a mission with an "Apocalypse Now" type atmosphere, i'm hoping i could create triggers, set off by myself as i make my through the map.
Possible?
Thanks.
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Awesome work mate, your a huge credit to this community, i think as far as the ambient patrols go, maybe a faction could hold a certain area on the map rather than being random each time.
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I agree with Jabba on this one, I have been super stoked about this project since Day 1 and wish the whole Development Team good luck.
Just a pity certain "highly regarded" members of this community have reasons for pouring scorn on the whole Zombie/Infected terminology.

Speed Of Sound
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
WOW! Thought LordJarhead was the king of sound, but there's a threat to the throne.
Great work.