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Showing results for tags 'fog'.
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GF Fog Script - Mod by GEORGE FLOROS [GR] Description: GF Fog Script , create your desired , Environment. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Fog Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerlocal.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Create your desired , Environment. The script will spawn a normal fog for player , according the selected options and a large size fog for the vehicles. There are 3 types of Fog for each. It is possible to spawn this , at a certain position , object or unit : name this ex : GF_Fog_3 # These examples are included in the end of the script GF_Fog_3 spawn GF_Fog_Type_2; or for more object with the same spawn : null = {_x spawn GF_Fog_Type_1;}forEach [GF_Fog_1,GF_Fog_2]; Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.1 Fixed : an error with GF_Fog_Change_spotDistance.sqf. v2.0 Added : GF_Fog_Change_spotDistance.sqf to adjust the AIs spotDistance , an initServer.sqf , to run the GF_Fog_Change_spotDistance.sqf , an option for an FPS limit. Fixed : an error with the fog spawn underwater, an error with the vehicle fog despawn , when the vehicle is destroyed. 1.1 Fixed an error with the vehicle fog despawn. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40262 Armaholic GF Fog Script - Mod
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GF Ambient Environment Winter Script - Mod
GEORGE FLOROS GR posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
GF Ambient Environment Winter Script- Mod by GEORGE FLOROS [GR] Description: GF Ambient Environment Winter Script , create your desired Environment. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Ambient Environment Winter Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , initPlayerlocal.sqf and the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Create your desired , Ambient Environment. This is a compilation of scripts and it is also including , the GF Ambient Environment Winter Script. The included Scripts are : GF Breath Script GF ColorCorrections Script GF Fog Script GF Weather Script GF Ambient Environment Winter Script The GF Ambient Environment Winter Script includes , a snow script and ambient sounds, for animals , birds for day and night , man sounds , forest SFX , wind blowing sfx and weather sound according to forecast. The available options can be edited in GF_AEW_init.sqf It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.2 GF_Breath Script Updated. v1.1 GF_Breath Script Updated. GF_Fog Script Updated. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40268&n=last#bottom Armaholic GF Ambient Environment Winter Script- Mod- 63 replies
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I am trying to play around with fog settings in making a mission in the Eden editor. No matter the fog intensity or other parameters that I change (I am using manual override over the weather and such) there always seems to be a light that comes from other NPC/characters even up to 200m away in heavy fog. I have no idea what is causing this and would like any feedback if anyone has any ideas what might be the cause of it. I've included a screenshot of the problem. https://imgur.com/YMXLdOm I have no mods that I know of that would create this problem: CBA_A3, ALiVE, ACRE2, CUP Terrains, and ACE.
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Extreme Fog in Persistent Dedicated Server After First Day
aie-boshell posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
My persistent dedicated server runs great for many hours at a time but each time I go to sleep and join 24 hours later there is an extreme fog bringing visibility down to about 100 meters. I have no dynamic weather options going at all but either way it's anything but dynamic as the mission seems to be running fine. The only change is this fog problem. I've been searching for this problem for quite a while and strangely can't figure it out. Any assistance at all would be very much appreciated but no big hurry. EDIT: I should probably mention my server hardware and software. I have AMD FX-8350 and 8GB DDR3 and am running windows 10 home.- 2 replies
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- persistent server
- dedicated server
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autotank death match with unsung MOD swamp hut 2 Death match with unsung MOD Plane rage death match with unsung -Mod these DM's only require unsung mod
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Fog does not tell you how foggy is today
barbolani posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! I'm back to Arma scripting :) I want to make a dynamic AI decision on wether attack or not depending on several parameters. One of them is the fog state, which you know in Tanoa is important. Ok, fog command does not tell you how foggy is the day, you may have 0.1 in return but due to the other params, you cant see a shit. I played a bit with fogParams but I am not really getting what to tell the script to check to return is foggy or not. It seems it depends much more on how close to zero is the second param than the first one. Any tip around? Thanks in advance! -
Hello! I cooked up a simple little config mod that reduces haze on all of the vanilla, apex and CUP maps. This is more of a personal tweak as the default settings made me feel like there is a constant fog hanging in front of me. I only reduced the haze as removing it completely made the terrains look bad. The fog still works fine, the shorter view distances also look fine. The only known issue is the fact the sky gradient looks a bit off. By default only Stratis, Altis and VR are enabled. You can enable the reduced haze for other maps by moving/copying pbos from the "optional" folder. For interested, I changed "hazeBaseBeta0" setting in CfgWorlds for each of the maps. DOWNLOAD: http://www.mediafire.com/file/35euuiyfja9ti5i/%40reduced_haze.zip NOTE: Screenshots were done with 6km view and object range. BEFORE: hazeBaseBeta0=7.9999998e-005; AFTER: hazeBaseBeta0=2.9999998e-005; Some more pretty pictures
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The view distance or fog is different in the same mission(s) with the same settings in single player & editor compared to multiplayer. I've tried adjusting the date and forecast, and all the user settings and options that I can think of. What is the cause and how can I increase my MP view distance? https://youtu.be/PTxw88q4OYQ
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Hello :) I used to have syntax that was placed in the players init that would place fog around the player with like a greenish tinge to it and wind and such, it would also be nice if the effect didn't clear up either. Cheers and thanx for any help.. Edit: I do know about 0 setFog [0.5,0.05,200]; by the way, it is not exactly what I'm looking for tho,, or I just don't understand it enough..
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can anyone help me with this horrible blue haze?
matthews2012 posted a topic in ARMA 3 - TROUBLESHOOTING
Because of this blue haze I can't see anything beyond 150m These are before and after images, and I can't work out what has changed. Any help would be appreciated, Thanks in advance -
Is it possible to use Fog to implement post-explosion persistent Dust?
10t posted a topic in ARMA 3 - GENERAL
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.- 2 replies
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- fog
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