Arma 3
LEAKS SFX DEMO
47 kommentarer
ALIAScartoons  [ophavsmand] 11. sep. 2023 kl. 5:21 
@Lamp128
I don't remember how i've named the variable maybe is factor or something that i multiply with the particle speed, adjust that value until you get the desired result. Might be useful to use other particles too which fit better the size, speed and lifetime of your effect
Lamp128 10. sep. 2023 kl. 11:57 
@ALIAScartoons
Length, just a larger stream of fire, sim a massive fuel leak. I've messed with the life time, and I think I can increase that enough to where if I can make the particles travel slower I should be able to get what I want. I've just been having trouble figuring out how to slow the particles down.
ALIAScartoons  [ophavsmand] 8. sep. 2023 kl. 5:57 
@Lamp128
You want to make them bigger in what way? In length or width? If is in length you need increase the life time for particles as for width look into the scale parameter of the particle
Lamp128 5. sep. 2023 kl. 10:27 
Hey I'm trying to edit this and make the fire leak significantly bigger, only issue i'm running into is particle speed. What would i need to edit to decrease it? looking through setParticleParams i see a few values but they don't seem to do anything and I don't quite understand your array for moveVelocity.
Any input?
ALIAScartoons  [ophavsmand] 15. maj 2019 kl. 6:40 
@CartoonBOY
You could use a loop, first you need all objects(names) you wanna use in an array then run the script for each element of the array in a loop(which runs only once), this way you don't need to mess with the script's syntax
CartoonrBOY 15. maj 2019 kl. 5:56 
I love this stuff - How would I make multiple water leaks on a MP server? I don't want to replicate the code over and over. Would I just use the variable _leak_obj as a single map addition?

Water_leaks.sqf: (create objects)

if (!isServer) exitWith {};
rain_leak = "Land_HelipadEmpty_F" createVehicle [8199.89, 10697.8, 18.7564];
rain_leak setVectorDirAndUp [[0, 1, 0], [0, 0, 1]];
rain_leak enableSimulationGlobal true;

rain_leak2 = "Land_HelipadEmpty_F" createVehicle [8198.89, 10698.8, 14.7564];
rain_leak2 setVectorDirAndUp [[0, 1, 0], [0, 0, 1]];
rain_leak2 enableSimulationGlobal true;

null=[rain_leak,rain_leak2] execvm "AL_Leaks\water_leak.sqf";
diag_log "RAINleaks - loaded";

Water_leak.sqf: (your script)

if (!isServer) exitWith {};
_leak_obj = _this select 0;
if (!isNil {_leak_obj getVariable "is_ON"}) exitWith {};
_leak_obj setVariable ["is_ON",true,true];
[[_leak_obj],"AL_Leaks\water_leak_sfx.sqf"] remoteExec ["execvm",0,true];
flurry 1. apr. 2019 kl. 14:45 
@ALIAScartoons Excellent, thank you! I'm trying to switch off fire leaks assigned to two objects. The fire leaks are acting as a gate to stop the player from progressing too far ahead.
ALIAScartoons  [ophavsmand] 31. mar. 2019 kl. 11:34 
@flurry
I will have a look, i don't remember how i dealt with them. What effect you trying to switch off?
flurry 31. mar. 2019 kl. 3:53 
Is there a way to turn off the effect after trigger event? deleteVehicle throws up a few errors when deleting the source object. Really awesome script otherwise.
ALIAScartoons  [ophavsmand] 9. mar. 2019 kl. 10:29 
@Tin Can
For damage see where i check for distance between player an the object you use for leak
Tin Can™ 9. mar. 2019 kl. 10:22 
@ALIAScartoons For what I'm trying to make the gas cloud is just too big and covers the entire room over like 10m, instead of a small length of around 4m that I need, but I will see if I can find the size for it and alter it - I'll also need to figure out how to lower the size of the damage trigger
ALIAScartoons  [ophavsmand] 9. mar. 2019 kl. 10:09 
@Tin Can
What's the problem? Gas cloud goes through wall? or is the burst of gas?
It can be done by altering the size/scale for particles and their life time and speed.
Tin Can™ 9. mar. 2019 kl. 8:00 
@ALIScartoons Is there any way to decrease the size of for example the gas leaks?

I'm trying to implement one of the gasleaks from this script in a small warehouse interior area in a way that makes it look good, but with how it's set up it's way too big for my tastes
ALIAScartoons  [ophavsmand] 18. sep. 2018 kl. 3:55 
@Malcain
Loops on server can cause that, you have to find the right balance for that to work.
Malcain 18. sep. 2018 kl. 3:46 
@ALIAScartoons sure
Server name: [BOP] BreakingPoint Left Behind | Tembelan | Stresstest | FPP |
Address: 95.216.29.61:2402

I had to temporary disable the Thunderbolt script after update. It was permanently turned on to make raindrops appear on the ground, but it also provided a huge FPS decrease.
Not sure yet why, will have to do more tests and tweaks(maybe the reason is because it was running in a loop server-side).
ALIAScartoons  [ophavsmand] 18. sep. 2018 kl. 3:20 
@Malcain
Would you share the IP server with us again? I want to test/play Breaking Point. Never done it and i might need to get familiar with the system. No promises but i will try to hop in.
Malcain 18. sep. 2018 kl. 3:12 
Integrated Alias leaks and Radiation to Breaking Point: Tembelan server which involved some recoding of damage system, also water leaks are now dynamic depending on the weather.
Coupled with anti-gamma abuse bright nights it looks fantastic. Didn't test with a horde of players but currently FPS-wise it's pretty ok.

Thank you Alias!
TistheOnecalledJon 15. sep. 2018 kl. 10:10 
Speaking of stopping leaks, it would be nice to have as default, intermittant leaks for fire/gas etc. You could have it say in a long hallway and players need to navigate the fire or gas leaks, much akin in the old style adventure/fps video games.
TistheOnecalledJon 15. sep. 2018 kl. 10:08 
@Malcain. Ah nice one.
Alec 13. sep. 2018 kl. 7:17 
Alias, you the best!
Alec 13. sep. 2018 kl. 7:15 
Superrr!
Malcain 10. sep. 2018 kl. 7:47 
@ALIAScartoons
It was a bad solution tbh:) Here is a good one:

Edit the loop in water_leak_sfx.sqf:

while {!isNull _leak_obj} do
{
waitUntil {
sleep 1;
rain >= 0.1 };

--Script effects, ends with "_splash_r setDropInterval 0.1;"--

while {player distance _puddle_leak < 300} do {
if (rain < 0.1) exitWith {};
_puddle_leak say3D ["leak_ext", 20];
sleep 7+(random 1.4);
};
deletevehicle _bubble_leak;
deletevehicle _wet_leak;
deletevehicle _stropi;
deletevehicle _splash_wave;
deletevehicle _impact;
deletevehicle _drop_up;
deletevehicle _splash_r;
sleep 240;
deletevehicle _puddle_leak;
};

On a Multiplayer server with scripted dynamic weather:
- Water leaks now start when it starts raining and stop when the rain ends.
- Puddles on the ground dissapear 240 seconds after that.

I've done same changes for cave leaks, a bit of a different code there.
Script will be deployed on Breaking Point:Tembelan server after I finish to adopt fire&gas damage model
ALIAScartoons  [ophavsmand] 10. sep. 2018 kl. 1:21 
@Malcain
Good solution, thanks for the input!
Malcain 9. sep. 2018 kl. 6:57 
Make sure to add this line if you want the leaks to stop when the rain stops:

- Open "water_leak_sfx.sqf"
- Add
if (rain < 0.1) exitwith {};
to the end of the "while {!isNull _leak_obj} do" loop.


Personally, I think this shall be considered added to the script, since most will want rain leaks to stop when it stops... raining xD
ATM it works well with dynamic weather on a dedicated MP server.
Xe-Cute 1. aug. 2018 kl. 9:21 
A scenario to display the script usage yes... ;-)
varus 31. juli 2018 kl. 4:42 
That's a scenario??? I'd think it's a mod.
ALIAScartoons  [ophavsmand] 31. juli 2018 kl. 0:37 
@RickOShay
While testing alone on dedicated the FPS impact was unnoticeable, didn't test it in MP yet
RickOShay 31. juli 2018 kl. 0:31 
Great work Alias. What impact on fps is there. I assume these effects are all client side.
ALIAScartoons  [ophavsmand] 30. juli 2018 kl. 3:10 
@Pripyat Lizard
Is doable, i will consider you suggestion for another script maybe, i want to keep scripts as simple as possible in terms of syntax and files number and execution threads. Good suggestion, would indeed increase the immersion

@Xe-Cute
Thanks man! I will consider your suggestions for the next update.

@MiniBiggi
At some point my friend... at some point

@Capt.Cook
LOL
Xe-Cute 29. juli 2018 kl. 8:26 
Great work as always Alias!! It would be great to have an array parameters for gas leak and fire damage, that if u have certain clothes like gas mask or configurable clothes on, and in use, it will lessen or negate the damage. Even water- thinking acid :) - you can make optionally to do damage, as well as also add protection (different cloths giving different protection) with a damage after effect while your acid runs off/dries up... This would enable to make even more interesting obstacle courses with your script... Thanks for all your wonderfull scrripting work!
Pripyat Lizard 🦎 28. juli 2018 kl. 19:10 
Just curious. Is there a way to use your water in the eyes function for when you walk through water to have a similar effect with dust when near helicopters? It'd be sweet to force people to use those combat goggles when doing air assault or on mounted turrets in moving vehicles etc.
MiniBiggi 28. juli 2018 kl. 17:07 
would love to see these in modules usable in zeus for, say like a dynamic emergency where a fire leak begins spreading and all that. amazing work though, i love all your scripts
Capt.Cook 28. juli 2018 kl. 16:49 
YES ! I LEAK IT VERY MUCH ! :-)
Tumble Trash᠌ ⁧⁧ Official 28. juli 2018 kl. 11:27 
workshop glitched my dudes.
ALIAScartoons  [ophavsmand] 28. juli 2018 kl. 1:36 
@Col. Radzikowski [11MD]
Yeah, but i don't know when, most likely no this year, i still have a lot of scripts to release first
Cap 27. juli 2018 kl. 20:28 
Great modifications, it would be great if this was possible to get these in a form of modules rather than scripts for easier use.
JGaz-UK 27. juli 2018 kl. 12:49 
Copy all of the objects over & every thing works fine!
Ttrying to seperate the 3 different SFX so as to use one in a mission not so easy for me at least.
JGaz-UK 27. juli 2018 kl. 9:57 
just posted it on activity
ALIAScartoons  [ophavsmand] 27. juli 2018 kl. 8:00 
@JGaz-UK
Send me the screen shot when you have it
JGaz-UK 27. juli 2018 kl. 7:53 
It might be the Map, Old but Gold Namalsk....
JGaz-UK 27. juli 2018 kl. 7:50 
I copied over the cave objects & all the approbate files. Did get 3 streams of water to start with, but then 2 stopped? but showing errors every time I'll do a screen shot next time of the errors.
ALIAScartoons  [ophavsmand] 27. juli 2018 kl. 5:42 
@JGaz-UK
Is a straight forward script mate, just make sure you have the files and folders, sound definitions in your description and should work. What errors do you get? Just consider the fact that if the player is out of range the script will pause waiting for player to get back in range just to save performance
JGaz-UK 27. juli 2018 kl. 3:13 
Not quite as easy as it looks, getting a lot of errors :steamfacepalm: ?
JGaz-UK 26. juli 2018 kl. 16:40 
Like it! think I'll use the running water in the "Rat Trap" tunnels. Very nice stuff dude!
.:[-YN-]:. Ninoss 26. juli 2018 kl. 15:59 
Damm, this is relly good :p I'll look forward to play around with it :)
RueLight 26. juli 2018 kl. 14:41 
why i think about the scene on simpsons, where homer filled a big leak with his ass :D
good job
Sayker 26. juli 2018 kl. 10:45 
AMAZING, as usual !!...