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is in the demo mission. Subscribe to it then check the missions' files
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.
If you use Cytech mod it comes as an object you can place on map
You need to delete the particle system on all clients. I will help you sort it out once i get back to work.
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?
Check out my farty script for green fog
Yes, you can delete the object you used as source for fog and will go away
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
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
You can grab it from STEAM, tho i will setup something on aliascartoons.com , hopefully next week will be up and running
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?
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.
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?"
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
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.
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
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
Unless there's another method I'm unsure.
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.
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];
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?
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
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.
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
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 :)
Far as i remember only the medium fog sticks to player, is that the one you talking about?
If you want the fog to go away just delete the object. Not sure if i understand the question
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?