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Found 6 results

  1. Hey guys, Im playing Arma3 for some timw now and i cant figure out why nothing i try works. The Problem is i cant see anything but fog further than 300m, i watched a lot YT videos and nothing helped. I play with a lot of mods like ACE on a Multiplayer server i have 16GB of RAM and my pc is using all of it, my GPU and CPU is activatet and working. My settings are on Very High, except clouds on Standard and PIP deactivatet. My Visibility is 2700/1600/50/1000, HDR and Water Reflection is on Standard. Im Playing with Fullscreen Windowed and VSYNC disabled my AA&PP settings are on default. I have a 1070TI GPU and a i7-8700 3.20GHz, 6 cores, 12 Theards. My FPS is in Menü at 120fps but ingame its 40fps this maybe because of the mods and i dont care about it that much but i do care about me not seeing anything in a range of over 300m, like i said its all fog and just doesnt render at all i dont see buildings, enemys or whehicles. I tryed it in Singleplayer and Multiplayer both the same. I would really appreciate your help in any form. Thanks in advance
  2. I'm trying to make custom light source's impact on surrounding environment/objects at daylight as close, as during night conditions, as possible (for human eye). As a criteria I'm using subjective visiblity range of blue light tint on the surfaces around the light source. This code seems to work along described lines: RYD_LightEqualizer = { private _lght = getLighting select 1;//ambientLightBrightness if ((_lght > 570.06) and {(_lght < 1754.41)}) then { (linearConversion [570.06, 1754.41, _lght, 1.2808, 1.7545, false]) } else { ((_lght/1000) max 1) }; }; used like this: _someBrightness = 1; _brCoeff = [] call RYD_LightEqualizer; _someLightSource setLightBrightness (_someBrightness * _brCoeff); Exemplary result for native brightness 1: So, if anyone wants, can use it. But, as you can see, there's a certain (determined empirically) range of ambient light brightness values (happening at some time during sunrise and sunset), where general formula - (_lght/1000) max 1 - doesn't suffice (light not visible during that period) which enforced patching with linearConversion part. I could use any advice/improvement to avoid such patching and to have rather one, always working formula (and other good ideas, if any). PS code was tested on Altis with an assumption, it is the same on every map, but wasn't tested on other maps. Also overcast seem irrelevant as for ambient light brightness value.
  3. Hey all, I have been messing around with lineIntersectsSurfaces command in order to check for visibility between two units. I can't really say I had problems making it work, but even after having a look at both LOD's and command's Wikis I can't really say I have understood what LODs are exactly and how they can be utilized in various different scenarios. For example, what will the difference be if I call lineIntersectsSurfaces with "VIEW" and "FIRE" (which are the default) as LOD1 and LOD2 respectively or with "GEOM" and "VIEW" for LODs? I understand that this may (or may not) be quite a long subject to cover in just a forum post, so any additional information is most welcome (whether a link to a text, a short or long explanation, etc.). Best to all and thanks in advance, Achilles.
  4. Hi all, I've made a script to check the visibility of positions on the map. An example mission is here I hope I've done this right. 1 min Video And the code is here for those interested. /* CheckVisibility.sqf Author: Atmo Date: April 2019 Version: 1.0 Params : None Description: Checks the visibility of a 2000m square around the position left clicked on in the map. It checks a position 2m off the ground to the test position. Checks 30m squares - could change the size if you want but it could get intensive... Running script toggles activation of the eventHandlers so running once turns it on, running it again stops it. Use: single left click (Default mode): - shows non-visible areas as red pressing 'alt' and left clicking: - shows visible areas in green. Some examples: 1) From an action in an players init this addAction ["Check Visibility", "fn_CheckVisibility.sqf"]; 2) compile the function from the description.ext and then call it - I'll let you do that. */ if (!hasInterface) exitWith {["fn_CheckVisibility only runs on client"] call BIS_fnc_error}; // Every time script runs toggle eventHandlers private _EHs = missionNamespace getVariable [format["BIS_stackedEventHandlers_%1", "onMapSingleClick"], []]; if (_EHs findIf {(_x select 0) isEqualTo "Atmo_CV_EH"} == -1) then { ["Atmo_CV_EH", "onMapSingleClick", { // _pos, _shift, _alt are parameters of onMapSingleClick EH private _positions = []; // Array of positions tested private _size = 30; // Size of squares (if you change this also change _size in Draw EH) // Set the drawing method for the ctrlEventHandler missionNamespace setVariable ["Atmo_CV_mode", _alt]; // Convert _pos to ASL + 2m private _origin = (ATLToASL _pos) vectorAdd [0,0, 2]; for "_i" from -1000 to 1000 step _size do { for "_j" from -1000 to 1000 step _size do { _testPos = ATLToASL (_pos VectorAdd [_i, _j, 2]); _visibility = 0; // Cast a line to the point _intersectPos = lineIntersectsSurfaces [_origin, _testpos, player, objNull, true, 1, "VIEW", "FIRE"] select 0 select 0; if (isNil "_intersectPos") then { // It didn't intersect anything = it is visible _visibility = 1; } else { // The line hit something - is thing it hit in the area we are testing? if (_intersectPos inArea [_testPos, _size, _size, 0, true, -1]) then {_visibility = 1}; }; if (_alt) then { if (_visibility == 1) then { _positions append [_testPos]; }; } else { if (_visibility == 0) then { _positions append [_testPos]; }; }; }; }; missionNamespace setVariable ["Atmo_CV_Positions", _positions]; }] call BIS_fnc_addStackedEventHandler; // Add draw EventHandler to the map display - Oooo, er, should I use displayAddEventHandler? private _map = findDisplay 12 displayCtrl 51; private _id = _map ctrlAddEventHandler ["Draw", { params ["_control"]; // Get the mode of drawing - false: 'alt' wasn't pressed show not visible in red, true: show visible in green private _mode = missionNamespace getVariable ["Atmo_CV_mode", false]; private _rgba = [[0.5,0,0,0.8], [0,0.5,0,0.8]] select _mode; private _positions = missionNamespace getVariable ["Atmo_CV_Positions", []]; private _size = 15; { _control drawRectangle [_x, _size, _size, 0, _rgba, "#(rgb,1,1,1)color(1,1,1,1)"] ; } forEach _positions; private _pos = missionNamespace getVariable ["Atmo_CV_cursorPos", [0,0]]; _control drawIcon ["#(rgb,1,1,1)color(1,1,1,1)", [0,0,1,1], _pos, 0, 0, 0, "Check Visibility (click +/- alt)"]; }]; // Save the EH id missionNamespace setVariable ["Atmo_CV_DrawEHid", _id]; _id = _map ctrlAddEventHandler ["MouseMoving", { params ["_control", "_xPos", "_yPos", "_mouseOver"]; _pos = _control posScreenToWorld [_xPos + 0.1, _yPos - 0.1]; missionNamespace setVariable ["Atmo_CV_cursorPos", _pos]; }]; // Save the EH id missionNamespace setVariable ["Atmo_CV_MouseMoveEHid", _id]; } else { // The event handler is already there - delete them all //remove onMapSingleClick private _removed = ["Atmo_CV_EH", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; // remove Draw eventHandler on the map private _map = findDisplay 12 displayCtrl 51; _map ctrlRemoveEventHandler ["Draw", missionNamespace getVariable "Atmo_CV_DrawEHid"]; _map ctrlRemoveEventHandler ["MouseMoving", missionNamespace getVariable "Atmo_CV_MouseMoveEHid"]; missionNamespace setVariable ["Atmo_CV_Positions", []]; }; (Nice) Comments appreciated - scripters let me know if you see any glaring errors! Atmo
  5. Ok so I came up with some solutions to make the DLC even greater 1) visibility bar DEDICATED to Air vehicles, which means you will be able to boost the air vehicles objects showing further away without compromising your fpses when in a plane 2) I would suggest a kind of script (for low specs computers) that allowes you to decrease significantly the details on the ground and focus at 100% on air targets/visibility which is necessary for flying..i don't know if this is possibile but the arma engine is being pretty editable so I hope there won't be any problems 3) I would suggest a realistic stall system, together with flutter effect, g-forces 4) one more thing...camera shake when shooting with a freaking 20mm air gun..that's...NECESSARY. 5) I also suggest a much cooler pilot helmet featured by NAVY Pilots on the actual F-18s https://goo.gl/images/AJFV2I
  6. I have been trying to make a underwater mission (machinima) in a flooded city/town/ship but came into a issue with my idea. The underwater visibility is very short range. I want to increase it, so people can see the environment better to get the 'Woah' factor and the gravity of the devastation but due to the visibility is only 20meters while underwater that is impossible. Is there any way to edit that server/client side? I cant find a mod that will help with this and I have attempted doing some modifications server side files but nothing seems to work. This is for a cinematic mission I am trying to complete.
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