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Is not so easy, also the script was optimized to be handled by most computers. Wider storm take out more resources.
Anyways, for an experienced SFX editor/scripter is not difficult, even the script can be optimized a bit and maybe find a better eye candy/performance balance. Since i wrote the script computers evolved a bit and can handle more, tho the hard limit of ARMA particle count still remains and if the limit is reached the particles will stop rendering.
Far as i know you have to disable ACE weather to make it work.
Is not available anymore. Pick it up from Steam.
That system has an inertia, however from what i remember doesn't take more than a minute or so for wind to go down.
If you use ACE or any other mod that deals with weather will break the way script works.
Far as i remember the storm should stop, make sure you make it public variable or you execute al_duststorm_on = false; on all machines... clients and server.
In short this should do the job:
al_duststorm_on = false;
publicvariable "al_duststorm_on";
There is a public variable you need to make false, i don't remember the name of it but as i remember is mentioned in YT clip and you can find it in the init_storm file too, i usually have a file like that for all scripts where i explain the variables
The simpler way will be to delete/comment the lines dealing with those particles creation, i don't think there is a parameter to disable that.
1. Is exactly what is says, is the time expressed in seconds (if i remember correctly) for which the storm is on, after that storm stops
2. You would need to edit the script, there is no parameter to tweak that
3. See the demo mission and the video where i explain the parameters
also watch these for more info
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
1. What does "my dust storm duration" do and what are the parameters?
2. How to change dust wall speed
3. How do I apply the parameters?
Related to your first question TBH i don't remember either :) Could be the wall of dust or gust, i have a dust script too and it gets mixed in my head.
I will have a look ASAP to respond to your questions.
my_dust_storm_duration = 240 + random 600;
publicVariable "my_dust_storm_duration";
pause_between_dust_storm = 240 + random 600;
publicVariable "my_dust_storm_duration"; What exactly does changing the numbers in this script do? I figured this randomizes when storms occur, but I don't want to change anything without screwing with something, and I don't know what changing the "240" or "600" times really do
Hard to tell from the top of the head whats wrong. The script itself could use some tweaking, i wrote it long time ago and many things changed since then
null = [0,my_dust_storm_duration,true,true,false,0.3] execvm "AL_dust_storm\al_duststorm.sqf";
sleep (my_dust_storm_duration + pause_between_dust_storm); (My preset)
You have the same behavior in the demo mission?
Yes but you have to edit the script, look for the lines which deal with ppeffect and comment or remove them
Files are provide in zip format.
https://aliascartoons.com/
From what i've heard the link below can be used to download the pbo files from steam
{LINK REMOVED}https://steamworkshopdownloader.io
@ScrappyDoo17
At some point, when i will have time to sort it out, yes, until then you can grab it from STEAM
Look for setwind or wind commands, i don't remember which one i used, could be a loop as well, if so edit the max value.
Did you try it without ACE to check if that is the issue?
Tried disabling the ACE Weather, didn't seem to change anything. Haven't got any other scripts running so really out of ideas now.
One thing that could mess with that is another weather script or mod you running.
Make sure if you use ACE to disable weather part.
Trigger will work for SP, if is a MP mission i suggest not doing that.
You can use a trigger as you can see in my Rock Slide Demo script.
By visibility you mean the screen effect?
null = [1,600,true,false,false,1] execvm "AL_dust_storm\al_duststorm.sqf"; <- that's what I've got in the trigger "On Activation"