Arma 3
Local Fog DEMO
100 Comments
ALIAScartoons  [author] 16 Apr, 2024 @ 9:37am 
@Capt. Mandrake

is in the demo mission. Subscribe to it then check the missions' files
Capt. Mandrake 7 Apr, 2024 @ 12:22pm 
Where is this script written down?
ALIAScartoons  [author] 7 Jun, 2023 @ 3:15am 
@Kazakh Mountainkeeper
Not sure, i think there is a guy who made a module out of this. Check out my collection, i add there mods and modules containing my scripts.
Other than that you would need to make your own mod. I recommend learning how to use scripts tho, you don't create too many dependencies this way.
Karelian Mountainkeeper-Hobo 7 Jun, 2023 @ 2:15am 
Ok, and without Cytech mod only like this?
ALIAScartoons  [author] 7 Jun, 2023 @ 12:44am 
@Kazakh Mountainkeeper
If you use Cytech mod it comes as an object you can place on map
Karelian Mountainkeeper-Hobo 4 Jun, 2023 @ 1:15pm 
is there way make this without sqm file, just like simple compositon?
ALIAScartoons  [author] 23 Aug, 2022 @ 9:07am 
@JGaz-UK
You need to delete the particle system on all clients. I will help you sort it out once i get back to work.
JGaz-UK 22 Aug, 2022 @ 2:21pm 
works ok on dedicated for me, is there a way to get the fog or mist around the player to "lift" go away or thin out? you can delete an object but not yourself!:steamhappy:
ALIAScartoons  [author] 29 Jun, 2022 @ 10:34am 
@Recaldy
Hmm, dunno what could cause that, i am not familiar with Redux framework to speculate if is something related to it. That happens on other terrains too?
Recaldy 29 Jun, 2022 @ 9:24am 
Encountering a problem...on chernarus Redux (could just be in general) when it rains rather heavy the script stops and doesn't come back? "Medium" fog around the player.
ALIAScartoons  [author] 30 Apr, 2022 @ 2:27am 
@Recaldy
Check out my farty script for green fog
Recaldy 30 Apr, 2022 @ 1:31am 
Is there always going to be white clouds? I changed the color to what I wanted (green) and there's still some white clouds. " _alias_local_fog setParticleParams [["\A3\data_f\cl_basic",1,0,1],"","Billboard",1,30,[0,0,0],[-1,-1,0],3,10.15,7.9,0.01,[2,2,2],[[0,1,0,0],[0.5,0.5,0.5,0.1],[1,1,1,0]],[1],1, 0,"","",player];"
ALIAScartoons  [author] 4 Apr, 2022 @ 7:26am 
@The Problem DRK
Yes, you can delete the object you used as source for fog and will go away
PROJ_DRK 3 Apr, 2022 @ 4:58am 
awesome script, is there a way to deactivate the fog with a trigger after it's activation please?
ALIAScartoons  [author] 17 Jan, 2022 @ 1:48am 
@Subaru Impreza
Sounds like you don't have the script files under your mission.
Have a look at these
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Snow Ghost 16 Jan, 2022 @ 1:49pm 
"Script AL_localfog\local_fog.sqf"; not found" ?
Swampfox 29 Oct, 2021 @ 12:35pm 
Thanks Alias, I'll check that out.
ALIAScartoons  [author] 29 Oct, 2021 @ 9:25am 
@Swampfox
Yes, but you would need to be familiar with the particle array.
See this
https://community.bistudio.com/wiki/ParticleArray
And check my Farty or Smoke Signal Script to see differently colored particles
Swampfox 28 Oct, 2021 @ 12:57pm 
Hello Alias, thanks for this script, is there any way to change fog color maybe?
ALIAScartoons  [author] 14 Oct, 2021 @ 4:32am 
@Desert Fox
You can grab it from STEAM, tho i will setup something on aliascartoons.com , hopefully next week will be up and running
Desert Fox 14 Oct, 2021 @ 2:24am 
Where do find where this downloaded to?
Benni 26 Aug, 2021 @ 11:39am 
@ALIAScartoons
2/2
Another solution was that I place a trigger, when activated the player gets the fog around him.
But the deactivation does not work.
I copied the one script and tried to change a few values so that when it leaves the trigger, the fog around the player is deactivated again.
But unfortunately I didn't manage to do that with the deactivation.

Do you have any idea for me how to pack the small island completely in fog?
Benni 26 Aug, 2021 @ 11:39am 
@ALIAScartoons
1/2
I mean that I link the marker in the script every time as in the post before.
I thought if you could write it like this:

["Island","island1","island2","low"] execvm "AL_localfog\local_fog.sqf";

and with "Do I have to make an extra entry for each fog?", i mean
An extra "command" for each fog
so:

[island,"low"] execvm "AL_localfog\local_fog.sqf";
[island_1,"low"] execvm "AL_localfog\local_fog.sqf";
[island_2,"low"] execvm "AL_localfog\local_fog.sqf";

one or two isolated ones also work. But I wanted to cover a small island with local fog in my mission. But I can't get it that I adjust the particles so that it fits with the new radius.
that's why I placed several, very many.
But as already mentioned, these are only shown to me briefly and then they disappear.
I also tried your FARTY script.
But there I have the same problem that I can not cover the whole small island.
ALIAScartoons  [author] 26 Aug, 2021 @ 7:38am 
@Benni
Looks good to me. Keep in mind that the fog will show up only when the player is under 2000 meters away from the marker.
And there is another problem. When i wrote the script engine allowed the use of sleep inside the waituntil loop, few updates later that wasn't possible anymore.
I am surprised you didn't get a script error. So where you see sleep inside waituntil loop remove it.
What do you mean by "Do I have to make an extra entry for each fog?"
Benni 26 Aug, 2021 @ 7:30am 
Okay many thanks.

I have another question.
Instead of increasing the radius, I have several placed.
but these disappear completely or do not appear at all.

I wrote this in the init like this:

[island,"low"] execvm "AL_localfog\local_fog.sqf";
[island_1,"low"] execvm "AL_localfog\local_fog.sqf";
[island_2,"low"] execvm "AL_localfog\local_fog.sqf";
[island_3,"low"] execvm "AL_localfog\local_fog.sqf";
[island_4,"low"] execvm "AL_localfog\local_fog.sqf";
[island_5,"low"] execvm "AL_localfog\local_fog.sqf";
[island_6,"low"] execvm "AL_localfog\local_fog.sqf";
[island_7,"low"] execvm "AL_localfog\local_fog.sqf";
[island_8,"low"] execvm "AL_localfog\local_fog.sqf";
[island_9,"low"] execvm "AL_localfog\local_fog.sqf";
[island_10,"low"] execvm "AL_localfog\local_fog.sqf";

and a few more.

Do I have to make an extra entry for each fog?

Thank you
ALIAScartoons  [author] 26 Aug, 2021 @ 1:24am 
@Benni
If you increase radius you would need to increase the number of particles otherwise wouldn't look good. For radius you would need to increase the particle circle parameter in particles' array. Sounds more complicated than it is tho if you take your time and read about particles you can do it.
Benni 25 Aug, 2021 @ 10:46am 
Good day
I looked at your script in the SP. Very well done, thank you.

Where can i change the radius from the low Fog / Ground Fog?

or must i place more objects?

Thanks
Trigger 26 Jul, 2021 @ 11:21am 
Ha yeah I figured this out on my own after some digging down for pbo files, I'm pretty sure I did it in quite a jank way but I got it to work! It helps a lot with making scenes and what not, so thanks!
ALIAScartoons  [author] 23 Jul, 2021 @ 12:30am 
@W - Cynder
You can get it from here mate. The script is embedded in the demo mission.
Watch these and especially the last clip for more tips
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Trigger 22 Jul, 2021 @ 5:03pm 
Hey Alia, is there anywhere I can get the script once more, or generally just have a direct download link for it? Armaholic was shut down a time ago and I cant really find it anywhere.


Unless there's another method I'm unsure.
ALIAScartoons  [author] 24 Jun, 2021 @ 3:20am 
@A RoadBlock made of Nuggets
Makes no difference, the script runs on client, as long is broadcasted properly is ok.
If i would to remake the script i'd do it differently with no sleep involved, but it does the job as it is.
A RoadBlock made of Nuggets 24 Jun, 2021 @ 3:02am 
thanks, also wouldn't uiSleep be a better alternative to enable use in dedicated?
ALIAScartoons  [author] 24 Jun, 2021 @ 2:21am 
@A RoadBlock made of Nuggets
Try this:
in low_fog.sqf replace line 20 with this
_fog_low setParticleParams[["\A3\data_f\cl_basic",1,0,1],"","Billboard",1,60,[0,0,-2],[0,0,0],13,10,7.843,0.005,[5,5,5],[[1,1,1,0],[1,1,1,0.1/*this value u can tweak down to get a more transparent fog*/],[1,1,1,0]],[0,0],0,0,"","",_low_fog_obj];
A RoadBlock made of Nuggets 24 Jun, 2021 @ 12:37am 
yeah, i'd like to alter the low fog to have a bit more visibility in cities.
ALIAScartoons  [author] 23 Jun, 2021 @ 6:53am 
@A RoadBlock made of Nuggets
Yes, but you would need to edit the array of particle parameters, i am not on my computer to assist, remind me tomorrow. What type of fog you want to alter?
A RoadBlock made of Nuggets 23 Jun, 2021 @ 6:21am 
Hey, is there a way to make the fog less dense so it doesn't block vision as much?
ALIAScartoons  [author] 31 Aug, 2020 @ 12:29am 
@krazy i wouldn't recommend that, you would need too many particles and performance will suffer especially if you run other sfx scripts at the same time.
Krazy 29 Aug, 2020 @ 2:30pm 
Hiya, is there a way to increase the radius of the fog? I've tried changing variables here and there but nothing I do seems to do the job, it either disappears entirely or bugs out. I'd like to have it cover an entire town if that's possible?
Ellman 14 Aug, 2020 @ 9:45am 
I managed to solve it by not having the custom location selected by the player.
I did try to run it in "OnPlayerRespawn.sqf" with no luck, but either way it's solved for me now at least.
Thank you for your quick response. <3
ALIAScartoons  [author] 14 Aug, 2020 @ 9:27am 
@EllmansWorld
I don't think i made this script with respawn in mind, at least i don't remember testing it for that.
I quick fix will be to run the script on client side on respawn only for that client.
Ellman 14 Aug, 2020 @ 8:48am 
Super late post, but I get the medium player fog to work in a locally hosted game but not in a dedicated environment.
Called in init.sqf: ["","medium"] execvm "AL_localfog\local_fog.sqf";
Respawn type used: "Respawn on custom position"
It doesn't work when using the selection of respawn location but works if its a instant respawn
GrilledBLT 14 Aug, 2019 @ 1:53pm 
Hey man, got it all to work. Thanks for your replies!
ALIAScartoons  [author] 10 Aug, 2019 @ 9:01am 
@GrilledBLT
You can use both vanilla and my scripted fog with no problems. What terrain you use? shouldn't matter but wwith Arma you never know :)
GrilledBLT 9 Aug, 2019 @ 2:55pm 
Hey ALIA, I cant seem to get this script to work. I have it pasted in the init for medium fog, which I believe doesnt need a name just "" right? Does this type of fog have to be attached to a player with variable name "" or what am I doing wrong here? I also have fog turned on in the mission if that matters.
ALIAScartoons  [author] 17 Jul, 2019 @ 2:49am 
@Sycorax
Far as i remember only the medium fog sticks to player, is that the one you talking about?
Spyke 17 Jul, 2019 @ 1:31am 
@ALIAScartoons I apologize for not explaining well. The fog works well, I'm just wondering if there's a way to stop the player centered fog. (Example) As I move around the fog, the fog moves with me to where it's there for me to possibly see around. I want the fog to be stationary to where I can move around without the fog moving with me. I hope I explained well I am sorry if you still dont understand haha
ALIAScartoons  [author] 17 Jul, 2019 @ 1:25am 
@Sycorax
If you want the fog to go away just delete the object. Not sure if i understand the question
Spyke 17 Jul, 2019 @ 1:20am 
@ALIAScartoons It works now. Is there a way to stop the fog circling the player as I move around in it?
ALIAScartoons  [author] 16 Jul, 2019 @ 9:38pm 
@Sycorax
Make sure you have all parameters set up and the invisible object is placed above the ground, should work either way but just to be on the safe side. What terrain you use?
Spyke 16 Jul, 2019 @ 4:40pm 
@ALIAScartoons Tutorial was amazing. Well explained. However when I place down invisible object and have the name for it example: (clif) which is the huge fog in the init file, does not work. the low fog which is the (pond) works however. Perhaps I am doing something wrong?