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Found 15 results

  1. For a small multiplayer mission I want the players to destroy 4 pumps via hold action. When its done there should be smoke emerging from the trigger which i moved into the pump. smoke = "test_EmptyObjectForSmoke" createVehicle (getPos this); I tried this command in the "on activation" box but it doesn't work. I'm not big on scripting so if someone knows a way to overcome this issue i'd be thankful for answers.
  2. Hello! I would like to share a little mod I cooked up. I used the refraction particle effect (what you can see on jet engine exhaust effect) in order to create a visible blast wave that distorts the view. This is just a tiny little mod that is compatible with vanilla, blastcore and whatever you want. I know it might look a bit weird with the blast wave moving way slower than it should in real life, but I wanted to have it be visible. If you want a faster blast wave you just depbo the mod and change the "lifeTime" values to be lower, this makes the blastwave effect faster. DOWNLOAD: https://www.mediafire.com/file/uwv4ocnrvm5ordd/@Blast_Refract.zip/file Note: the video is a bit old, showcasing the testing I did. Since then I fixed the issues with the large explosion effects.
  3. I propose a community project for this thread, BAD LUCK. Write a script snippet that applies a negative effect on the player character whenever the variable Badluck==1. Example Engine overheat EngineStallh = [] spawn { waitUntil { sleep 0.5; Badluck==1 && (getPos xPLANE) select 2 > 300 && speed xPLANE > 400 }; xPLANE engineON false; vehicle player setHit ["motor", 1]; sleep 40; hint "Try the engine again"; vehicle player setHit ["motor", 0]; sleep 4; hint "": }; It could be anything. A fog cloud suddenly obscuring a target, equipment lost to a hole in a sack or weapon jams. Anything that makes the player hiss and say, "Damn-it! Bad luck!". Submit your script snippets below and let's see what kind of mean, gnarly challenges we can come up with. It would be hilarious to spawn a tank on the player's head but not very useful in a real mission. Try to keep it useful-- but still clever and fair. One more example, //naked player if (Badluck==1 && getdammage player > 0) then { hint "Your uniform is tattered and fell off"; removeUniform player; sleep 120; player addUniform "U_C_poloshirt_salmon"; hint "You found some common clothes"; sleep 4; hint ""; };
  4. Splendid Smoke > reworked smoke effects 1. What does it do? 2. Features 3. Troubleshooting 4. Source 5. Changelog 6. Download What does it do? The mod reworks the smoke effects of various weapons and events. In the initial version this includes much bigger smoke clouds created by all types of smoke grenades. The main aspect is the improvement of the visual experience while not decreasing the performance compared to vanilla. In general this means that the amount of spawned particles remains unchanged. Features The following list presents all added/changed features: reworked effects of smoke grenades and smoke shells double the size more volume due to increased spreading blocks the sight of AI same particle amount than in vanilla (performant, particle limit is not reached faster) compatible with common mods like ACE small and compact, no overhead perfomant Troubleshooting The smoke effect does not look like in the video? If you use any mods, try again without (vanilla). If the problem still persists, locate the problematic mod. Ensure that SplendidSmoke is loaded after this mod, this should fix the issue. In either case contact us here or at GitHub so we can fix the issue also for others. The smoke effects do not apply to a modded smoke grenade? The modded grenade probably does not inherit from the vanilla grenades. Contact us here or at GitHub so we can add support for this mod Source The source of this mod is available at GitHub, it is published under the GNU General Public License v3.0. Changelog 1.1: - fixed signature keys not working 1.0: - initial release Download Download here (no other addons required) or via Steam Workshop
  5. Hi all! I am trying to implement a sound on a specific building on my new map. (cf pmc wiki : https://pmc.editing.wiki/doku.php?id=arma3:terrain:environmental-sounds) But I do not understand the variables, I do not understand or the config will look for the object in question. Can you help me? Another question, is it possible to directly implement a smoke effect (cars exploded) directly on the map? Or do you have to do it via EDEN editor with the modules? Regards, Casseburne
  6. Hello guys, I just want to make an aircraft shot down by flak with triggers. And I want to make it blow in mid air and lit the aircraft so it will look terryfing. Thanks for helping me. example :
  7. Hello, I am looking for a solution for spawning a flashbang effect, possibly on a marker, invisible helipad or possibly using any other way that works best and can be customized for future use. So far I was trying to spawn the grenade using the createVehicle command and getting a position of a marker. Two problems I have are: - Flash/stun grenades do not explode on spawn, they appear for a few seconds and then disappear entirely (I've checked smoke as well as frag grenades and those two do work fine) - The command spawns a literal grenade which can be seen physically, whereas I am looking for it to either explode on spawn (for the grenade itself not to be seen) or for it to trigger only the effect instead. The command is supposed to be a supplement to door breaching on action and is supposed to affect AI as well. I believe that the effects of the ACE M84 grenades do, so that would be the ideal solution. Thanks for any suggestions! Adam
  8. Anyone good with particles who can help me? I am working on a script that gives visual feedback when hitting another aircraft. I used the rock shower as template https://community.bistudio.com/wiki/ParticleTemplates My plane emits stuff when hit, all fine. The issue I have is it won't stop. I want to make it emit things for 1-2 seconds. not a minute : ( Any ideas? Do I have to make my own emitter thingy to get access to the emitter lifetime - and if so how would that work? Already obsolete : ) Thx to Yax for help Code: Don't mind the particle model. Once it works I will make a nicer one.
  9. Just a little effect I was working on for a mission. I learned sqf back in Arma 2 days so if its ugly code, my bad lol You may need to view it in fullscreen to see the "glass hitting the ground" part of it. HUGE, HUGE shoutout to @aliascartoons for all of his work on particles and such. Without his work, I wouldn't have understood how to do any of this. Important note, I haven't worked out the placement of the "ground sparks" for every lamp, only the Shabby Lamp at the moment. I'll try and find time to do the others
  10. Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you!
  11. Hi guys, I am trying to add the HURON huge dust cloud to my helicopter. At first my vehicleclass was Air... it only did a little dust... CHanged it to Helicopter and got a bigger cloud... but still way smaller then the Huron or even the little bird. Do i have to add memory point for the dust on the model? Cant seem to find anything online for that. I would love my chopper to make a dust cloud even bigger then the Huron. Any hint would be appreciated. Olivier
  12. BobTheHunted

    Solved: Model LOD issue

    I initially posted this topic in the wrong area, sorry about that. It is called removed if any admins want to remove it. Anway, I have run into an issue while attempting to make custom particle effects for a mod I am creating. From what I understand, the Universal.p3d model is what I need to edit for the particular effect I am testing right now. The models are what link to the texture files, so I have to use models. The A2 sample assets have a model so I used that to create my own Universal.p3d for my addon. When I test the effects in game, they work properly, but there is an issue with the alpha and there is a white outline and from a distance there are sharp edges and it looks as if there is a semi-transparent white background behind the particle itself. This isn't an issue with the texture because there are no artifacts or background pixels in the image, and the same thing happens with the vannila texture. The issue seems to be with the model itself. Any help would be appreciated. I can also provide a screenshot if that would be helpful. Edit: Here is a link to two images. I think this link should work. http://s1287.photobucket.com/user/BobTheHunted/library/Arma 3 Visual Artifacts On the left are vanilla effects. On the right are my test effects. The zoomed image doesn't show the white boxes, but the distant one does. Not sure why
  13. Hi all, I just want to make constant graphic effect of "grain" / "noise" (call it as you like) in every mission, everywhere. I know arma 3 engine allready have such effect. Regularly i use small addon "ASCZ Post-process Effects" created by EvroMalarkey (http://www.armaholic.com/page.php?id=26113) This addon allow to apply few presets with color and noise changes via Zeus menu. Since i noticed that it very annoying to open Zeus, dig into the menus and select preset every time i start any mission. I opened this addon and noticed that it include only one small config.bin file that have few lines of code. So i understand that mod maker didn't create whole effects from scratch, he only used arma 3 built in effects with his own settings. So maybe it very simple to create small script with only one effect based on arma's engine? I use only one preset and it have only few lines of code to run... (i only changed values related to grain for myself) It looks like: class CfgPostProcessTemplates { class Default { colorCorrections[] = {1,1,0,{ 0,0,0,0 },{ 1,1,1,1 },{ 0,0,0,0 }}; filmGrain[] = {0.10,0.10,0.10,0.10,0.10}; }; Thats all... Maybe it also necessary to call for Postprocess module at the beginning of code or something like that... So maybe some of you can help me and write some small script that will automatically run with every time i start the mission??? I dont have any programming skills at all, but i believe that to write such a script is only metter of few minutes for somebody that understand. I'm not asking to copy - paste whole addon created by other man, jusy to create some small new addon. P.S. Why to add grain to the game? I have pretty big visual experience as photo, video and digital artist, and i can share my opinion that in most cases adding small, slightly visible, amount of luma grain to the picture create effect of more live, more harmonic look to every element of a picture, especially when we talk about noiseless picture that out from computer 3D editor. Just try it... and maybe you will like it too.
  14. A2OA features new post process effect SSAO . Depending on game settings and fillrate (shader performance) of your graphics card, this may lead to lower frame rate. However, we implemented simple but useful scheme to allow customization of pp effects (based on your personal preferences and also system performance): Disabled: color corrections only Very Low: Disabled + filmGrain + radial blur + dynamic blur Low: Very low + bloom + rotational blur + other scripted post process effects Normal: Low + DOF + lowest SSAO High: Normal + medium SSAO VeryHigh: Normal + highest SSAO Please note that this setting is not directly equivalent to that of Arma 2. Also, disabled - low primarily allows you to customize game appearance, Normal - Very High is heavily affecting performance but SSAO quality is the only difference.
  15. i have been trying to make soldiers ride on top of the apc's for a while but can't get it to work, pls help!
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