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Found 4 results

  1. Do you think it is possible to implement the effects from Project Reality and/or Squad? I'm not sure about if you can or not. I've been thinking about trying to make a new type of particle fx mod sort of thing like Blastcore but it's just thoughts. I just want to see if anybody has a opinion on this Idea. Or if you could help me with this project.. You can contact me through Email or Steam.. Or just reply!
  2. INCON EFFECTS MOD Inspired by the legendary Opticalsnare's hilarious Blastcore Physics and Lao Fei Mao's cool Blood Mist mods, here's my take on Arma 3's effects. Rather than go for comedic effect, I figured I'd aim for a bit more realism. So far I've focused on 3 things: Ragdoll Physics In vanilla, it's pretty limited. This aims to give people a bit more of a chance of getting airborne if there's an explosion nearby. Unfortunately, most explosions have similar physics power so to give a GBU the right level of floaty people would mean making grenades look ridiculous. I've tried to strike a balance. Key difference vs vanilla: Bodies respond more to explosions and (every so slightly) more to weapon impacts. Muzzle Flash In vanilla, when a soldier shoots, the area around his weapon is lit up for longer than there is actually fire coming from the barrel of the weapon. This was always a bit of a pet peeve of mine from when I first started playing Arma and looks silly in my opinion. I've tried to shorten the ambient light of muzzle flashes so they synchronise with the duration of the muzzle flash itself, giving a kind of strobe effect at night. It should work on modded weapons as long as they inherit from a base weapon class. Key difference vs vanilla: Ambient light from muzzle flashes doesn't last longer than the muzzle flash itself. Blood Mist / Hit Effects When a bullet hits a body, it generally doesn't look like someone's been slapped with a handful of red chalk. "Pink mist" is often quite a subtle, short-lived affair. It also doesn't float around the body, instead shooting at speed out of the exit wound and possibly being blown away if there's wind. It will scale with caliber too; large caliber weapons will chuck out a fair bit of mist, smaller caliber weapons like pistols may not. This isn't finished and is still open to suggestions (please don't post any pictures or videos of people getting shot), but I've tried to get this as close as I can to reality. I suggest combining with Zooloo's Bloodlust for better realism. Key differences from vanilla: 1. Blood mist comes out of exit wounds rather than sitting around the entry wound 2. Blood mist size, colour and transparency has been tweaked to be more realistic (less of a bright red explosion and more like a fine mist) 3. Blood mist moves at speed in the direction of the bullet (as opposed to floating statically in the air) 4. Blood mist can be affected by wind, vanilla blood mist cannot Notes This should all work clientside and I've included a key for servers (if in doubt, remove the physx PBO). Effects are split into different obviously named PBOs so you can pick and choose which you would prefer. If using Steam, just make a local copy of the mod on your hard drive and delete any unwanted effects in the @InconEffects\addons folder. Mod compatibility: Should be compatible with most mods (depending on whether config values are inherited from vanilla) but won't cause any problems if not. Any known incompatibilities will be listed as people let me know. Zooloo75's BloodLust: To get the blood mist working with Zooloo75's BloodLust mod, set "BloodLust_IsBloodSprayEnabled" to false in the BloodLust settings menu. Blastcore Pheonix (and variations of): To use with Blastcore, move "blastcoreCompat.PBO" from the optionals folder to the addons folder. This will overwrite Blastcore's blood effects with those from this mod. ASR AI: Apparently there's an incompatibility with the physx and ASR's wounded crawling feature. If you notice any glitches, removing the physx.pbo file from addons should solve this unless you'd prefer to disable the effect in ASR. Thoughts, suggestions and wildly uncontrolled praise are all welcome. License Not for profit. Everything else is fine though. Changelog V1.1: Separated mod into 3 standalone PBOs so users can choose which effects to use (thanks for the suggestion Evil Organ!) V1.101: Added missing server key V1.2: Blood effect tweaks (less uniform), ragdoll joints added (less floppy knees), Blastcore Pheonix compatibility PBO added (in optional folder - experimental) V1.3: Minor edit to fix characters leaping up when shot Download Links Steam Mediafire
  3. Hello there, Goro once again. Right now, I've packed all the missions into 1 "big" file. About the campaign itself: The campaign is set in post-apocalyptic Altis island. 6 separate episodes have been grouped together to ensure that the playability will be a lot higher. The campaign is set for SP, for separate COOP missions, links will be given below. Features: -Shitloads of zombies are coming your way! -Revive system implented w/o Respawn -Post-apocalyptic climate -Main characters delivered with plot -First man-created campaign about Zombies Requirments: Zombies & Demons -Total Playtime: ~1 hour Download: Click Installation guide Copy the file (S01.Altis) file. Go to your Arma 3 directory. Place the file inside folder called "Campaigns". If you don't have one, create one. Season 2? The season 2 will be relased 1-2 months later if this campaign gets famous :) Feel free to leave the feedback! :) COOP Scenarios: [COOP-5]Unleashed Hell - Episode 1 - Kill or Be Eaten [COOP-6]Unleashed Hell - Episode 2 - Life Savers [COOP-6]Unleashed Hell - Episode 3 - Hostage Rescue [COOP-6]Unleashed Hell - Episode 4 - Daring Raid [COOP-8]Unleashed Hell - Episode 5 - Game Over [COOP-11]Unleashed Hell - Episode 6 - 'Till We Can Credits: -CrunchyNapkin (Official testing) -Alex150201 (Scenario ideas) -Feuerex (Support) Changelog: *v1.1: -Bug fixes
  4. I've long been frustrated by how short-lived the smoke clouds from explosions are in the Arma series. I'd love to be able to have some persistent post-explosion/bombardment dust as seen at 1:30 in this video from Syria (potentially NSFW, I guess) - something that lasts on the order of minutes, at least (for big explosions). Rolling into a dusty Kavala after a substantial MLRS bombardment is an enduring fantasy of mine. I understand the tradeoffs involved in traditional particle-based smoke-clouds, and definitely appreciate playing in clear air at 50 fps as I do now, compared to playing in satisfying dust at 0.3 fps, so this isn't just a complaint. My real question is, given the fog system that A3 includes (very well!), is it possible to apply that in some localised way? It can already handle several parameters (falloff, density, and altitudes). Could it be extended to have [x, y, z] co-ordinates, major- and minor- axis lengths, falloff, and shrinkage/dissipation rate? Or is this an engine/DX11/SimulWeather/something limitation (obviously I have no idea how fog's implemented in RV) that is just impossible? Obviously, even if it's possible at all, a million tiny instances of fog over the island would end up being yet another performance-eater. I have a vague idea of a Game-Of-Life -style mechanism which would continually combine and simplify nearby/overlaid clouds into single entities over time, which would reduce the problem. Anyway, are there good technical reasons this can't be done? Is my dream doomed? Or is it feasible that one of the devs could go on a caffeine-and-amphetamine-fuelled coding rampage and implement it one day? Lastly, sincere apologies if this was posted before. My searches of the forum were hampered by the word "fog" coming in under the four-letter search threshold. Similarly, if this should be moved, please go ahead.
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