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Maddmatt
Jul 14 2007, 14:44
ArmA Effects mod.
You can post feedback and suggestions here.
Updated 24/08/2008

Important: Read the readme please or you might not install it properly.

You must delete the old version before installing this, it has a different file name and may conflict with the new version if it's not removed
The old version's file name: Matt_ArmAEffects.
Also remove the old version of the extended EH addon, which is made up of these two files:
Extended_Init_Eventhandlers.pbo
Extended_Fired_Eventhandlers.pbo
A newer version is included with ArmA Effects.


New in 1.1:
*Sparks toned down again
*Modified impact effects - smoke reduced and changed blood impact again
*Missile/rocket smoke trail modified, shorter with fewer, larger particles - less performance impact now
*Some minor tweaks

New in 1.0:
*Sparks toned down
*Various dust changed by Nikita, including chopper downwash, tank cannon dust and dust kicked up by moving vehicles
*Weapon firing smoke and dust toned down, more realistic and doesn't obscure vision.
*Tank cannon muzzleflash changed
*Building destruction effects optimised
*Other minor changes


The readme:
Quote[/b] ]ArmA Effects
Version 1.1
By Maddmatt
Email: maddmatth (at) hotmail (dot) com

This mod improves ArmA's particle effects, such as explosions and fires.

It contains many new effects, including
* New effects for weapons and explosions.
* Various weapon firing effects.
* More smoke when buildings are destroyed.
* New burning and smoke effects.
* AT backblast effects.
* Aircraft destroyed in the air now leave a flame/smoke trail (doesn't seem to work properly in MP).
* Various other tweaks.

To install:

You must delete the old version before installing this, it has a different file name and may conflict with the new version if it's not removed

Extract all files to start.

1. Place the folder called "@<hidden>" in your ArmA directory.

2. Inside that folder, make sure the &#39;addons&#39; subfolder is there with the addons inside.
  The following files should be in there:
Extended_EventHandlers.pbo, (needed for the script system to work)
MatH_ArmAEffects.pbo. (new particle effects)
MatH_Rain.pbo (new rain effects)
Note that ArmA Effects and Rain work seperately. You can delete one and keep the other if you only want one.
As well as their signature files with the *.bikey extention for multiplayer.
There should be 6 files there in total in the addons folder

3. Create a new shortcut file for ArmA, and in the target line add "-mod=@<hidden>",
  so it should look something like this:
  "C:&#92;Program Files&#92;Bohemia Interactive&#92;ArmA&#92;arma.exe" -mod=@<hidden>

5. Run ArmA from that shortcut to use the mod.

The Server keys are for servers that use signature verification and want to allow this mod. Players don&#39;t need it.

To uninstall, simply delete the "@<hidden>" folder and the new shortcut.
If you want to use this in combination with other mods, go to this link in the BIS Wiki for info on managing modfolders: http://community.bistudio.com/wiki/Modfolders


Known issues:
Their may be compatibility issues with certain mods that
use their own eventhandlers which are not compatible with the Extended Eventhandler addon.
Most mods should support it though. If they don&#39;t support it, then ask the author if they
could update the mod to use it.
The more mods that support the extended event handlers the better, that way we can all keep our mods compatible.

There may be updates, keep an eye on the official BIS forum at www.flashpoint1985.com
Topic for this mod is: http://www.flashpoint1985.com/cgi-bin....=65714; (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=65714;)


For more about the Extended Eventhandler addon by Solus, check the readme files which I included. Full version with examples for addon makers can be found here:
http://www.flashpoint1985.com/cgi-bin....16;st=0 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=70816;st=0)

Credits:
Maddmatt
DMarkwick - For the custom particle textures
Evenlease - The A10 cannon smoke effect
Symbiot - Original idea and concept for the rain
MadDogX - For reworking the rain effect with a new script and texture
Solus - For the Extended Eventhandler addons
nikita320106 - For some changes to a few dust effects
Thanks to the people at the ACE mod for testing and feedback.
And thanks to any other people giving suggestions, feedback and info.



Download Version 1.1 from one of these mirrors:  - Updated 24/08/2008. Size: 3.86 MB
Armed Assault Info (http://armedassault.info/download.php?cat=addons&id=400)
Armaholic (http://www.armaholic.com/page.php?id=1650)
Assault Mission Studio (http://www.assaultmissionstudio.de/infusions/pro_download_panel/download.php?did=72)
ePrison.de (http://www.eprison.de/files/148/3202)
iFile.it (http://ifile.it/ed07abl)


Enjoy http://forums.bistudio.com/oldsmileys/smile_o.gif

Ti0n3r
Jul 14 2007, 14:46
Gonna check it out right away. Cheers http://forums.bistudio.com/oldsmileys/smile_o.gif

Malick
Jul 14 2007, 14:47
I guess the more the merrier &#33;

Testing ^^

Malick

-Puma-
Jul 14 2007, 14:51
can this be used in MP??

Maddmatt
Jul 14 2007, 14:55
can this be used in MP??
Yes, it works the same way as the sound replacement mods. Although certain servers may block mods.

DMarkwick
Jul 14 2007, 16:45
Hey there Maddmatt http://forums.bistudio.com/oldsmileys/smile_o.gif I&#39;ll be sure to check this out http://forums.bistudio.com/oldsmileys/wink_o.gif

Chammy
Jul 14 2007, 18:11
can this be used in MP??
Yes, it works the same way as the sound replacement mods. Although certain servers may block mods.
Oh yeah, thats true. Which goes in part by using mod folder when playing alone in single play missions...at least until theres a dedicated server for this mod, it sounds promising.

Mr Burns
Jul 14 2007, 18:12
The Tanks main gun effects look awesome&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif
On the downside there´s quite a performance dropdown even on desert island with 8 vs 8 tanks .. i need a new pc http://forums.bistudio.com/oldsmileys/sad_o.gif

Chammy
Jul 14 2007, 19:36
I have to say, that is just amazing&#33; That s how the grenades should be, with juuuuusssst a little bit quicker flash and then just the slow smoke dispesrsion to almost stand still. That s like ..just right.

I did find a bug though, although, this is Beta right? The MK19 and I think the AG30 or is it 60? anyways, the flash on it is wayyyyy too big, might have over looked that. Its like this big square flash that evenlopes the Stryker almost.

Big thumbs up&#33;

dmitri
Jul 14 2007, 21:16
Cool. The grenade dust plume is great. Perhaps it could be less gray, more brown&#92;lighter. Tank muzzleflash is awesome when you&#39;re close to or in the tank. Seems to be a scale (lod? don&#39;t know how these things work) issue the further away the tank is. Appears as a very large square. Majority of my graphics settings are on low, might be why it&#39;s exaggerated on my system.

Good work

a300mech
Jul 14 2007, 22:17
Hi Madmatt,

Sorry to bother you. I was wondering if you&#39;re the same Madmatt who did all the cool stuff with Combat Mission?

Cheers,
Darryl

thepiespy
Jul 14 2007, 22:20
sounds cool, any chance of some pictures or videos, as i&#39;m not on my comp with ArmA right now and i would definitely like to see what this does&#33;

wika_woo
Jul 15 2007, 01:01
yup i would like to see a video clip demonstration too.

Actions speak louder than words you know...

http://forums.bistudio.com/oldsmileys/rofl.gif

Although it does sound good.

http://forums.bistudio.com/oldsmileys/smile_o.gif

IronTiger
Jul 15 2007, 03:31
Good job&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Maddmatt
Jul 15 2007, 09:30
I have to say, that is just amazing&#33; That s how the grenades should be, with juuuuusssst a little bit quicker flash and then just the slow smoke dispesrsion to almost stand still. That s like ..just right.
Thanks, I watched a couple videos before I made the grenade effect and tried to recreate that in-game. Seems to have turned out well


Quote[/b] ]I did find a bug though, although, this is Beta right? The MK19 and I think the AG30 or is it 60? anyways, the flash on it is wayyyyy too big, might have over looked that. Its like this big square flash that evenlopes the Stryker almost.

As I said in the readme, it&#39;s an ArmA bug. Whatever I set for the tank&#39;s muzzle flash, is copied and applied to the vehicle grenade launchers. I will get around this with some scripting, the flash should end up looking better too.



Cool. The grenade dust plume is great. Perhaps it could be less gray, more brown&#92;lighter. Tank muzzleflash is awesome when you&#39;re close to or in the tank. Seems to be a scale (lod? don&#39;t know how these things work) issue the further away the tank is. Appears as a very large square. Majority of my graphics settings are on low, might be why it&#39;s exaggerated on my system.

From the videos I saw, the colour of the grenade explosion seemed to change a bit depending on where it blew up, some grenade explosions seemed a bit darker. I think I will make it a bit lighter though.
The tank muzzle flash will be re-done with scripting to get around the grenade launcher issue, I will also use a different particle since this one seems to have some issues. That should get rid of those square and transparency glitches.


Hi Madmatt,

Sorry to bother you. I was wondering if you&#39;re the same Madmatt who did all the cool stuff with Combat Mission?

Cheers,
Darryl
Nope, I never played Combat Mission. A lot of people seem to have the same nick as me.



Thanks for the comments. I know some of you want to see a video, as I said, if anyone makes one I will update my first post with the link. I can&#39;t make one myself right now. Screenshots welcome too.

LandrosRadick
Jul 16 2007, 08:35
Can anyone post up some video of this and DMMarkwicks Beta 3 effects?

My ArmA PC is down at the moment and I would very much like to view this in action http://forums.bistudio.com/oldsmileys/smile_o.gif

Thanks&#33;

ck-claw
Jul 16 2007, 09:14
Can anyone post up some video of this and DMMarkwicks Beta 3 effects?

My ArmA PC is down at the moment and I would very much like to view this in action http://forums.bistudio.com/oldsmileys/smile_o.gif

Thanks&#33;
Might want to post that in &#39;DMarkwicks Beta 3 effects&#39; thread mate? http://forums.bistudio.com/oldsmileys/wink_o.gif

ParaGraphic L
Jul 16 2007, 09:35
i think he means side-by-side

I&#39;m going to check this one out, it allready sounds promissing http://forums.bistudio.com/oldsmileys/smile_o.gif

bravo 6
Jul 16 2007, 11:17
matt i like this effects..

they don&#39;t lag at all, and they still run when other mods are selected.

Thanks.

ck-claw
Jul 16 2007, 11:57
Damn your right Para&#33;

My bad&#33; (posting again sober)

Gotta stop doing that&#33;

Still nice effects&#33; http://forums.bistudio.com/oldsmileys/xmas_o.gif

Rexxenexx
Jul 16 2007, 19:51
Vid of gren and M1A1

http://www.youtube.com/watch?v=nlF5EKj6FoY

Mr Burns
Jul 16 2007, 21:37
Vid of T72´s being owned

Madmatts ExFX & Predators Mod War (Mix) Sounds - 4.2 MB (http://hx3.de/files/team/mrburns/arma_newfx.avi)
- youtube link coming soon -
edit: http://www.youtube.com/watch?v=zh0UUAbpxuo

These mods, along with 6th sense, totally rock http://forums.bistudio.com/oldsmileys/thumbs-up.gif

LoFFeN
Jul 16 2007, 22:36
Holy smokes&#33; Nice clip, Mr.Burns. http://forums.bistudio.com/oldsmileys/biggrin_o.gif I&#39;ve just tried this FX Pack out, and wow... Awesome&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Request: Can you do something with the M136 AT-4/RPG-7 Impact, aswell? http://forums.bistudio.com/oldsmileys/smile_o.gif

PitViper
Jul 16 2007, 22:44
nice work on the smoke/dust for the grenade. Shouldn&#39;t there be a small, instantaneous flash for the grenade also? like a foot or so diameter? just curious.

LandrosRadick
Jul 17 2007, 00:02
Awesome.. Rexxenexx and Mr Burns, thank you&#33;

manberries
Jul 17 2007, 03:46
wow what sound mods are you guys using im currently using mod war sounds but i dont remember them sounding like that btw love the effects gives the visual umph to the m1

Edit: disregard above question its still mod war just mine is outdated

Chammy
Jul 17 2007, 07:08
nice work on the smoke/dust for the grenade. Shouldn&#39;t there be a small, instantaneous flash for the grenade also?  like a foot or so diameter? just curious.
Yeah, there should be a very quick flash that almost matches the size of the first splume of smoke. And maybe a bigger one for the AT impacts.

btw, very scary video.

EvEnLeaSe44
Jul 17 2007, 07:18
Wow, nice video... now im going to have to try this mod out,

thanks for the vid&#33;

Going to try the mod now&#33; weeee http://forums.bistudio.com/oldsmileys/yay.gif

Maddmatt
Jul 17 2007, 14:29
Thanks for the comments and videos. As promised, I linked to the videos in the first post http://forums.bistudio.com/oldsmileys/smile_o.gif


Request: Can you do something with the M136 AT-4/RPG-7 Impact, aswell?
I hope to do something for all effects eventually http://forums.bistudio.com/oldsmileys/wink_o.gif


Yeah, there should be a very quick flash that almost matches the size of the first splume of smoke. And maybe a bigger one for the AT impacts.
There is already a flash, I will tweak it a bit.

This mod is a very early version, much will change. I&#39;m glad you guys like it so far.

Mr Reality
Jul 17 2007, 14:47
I loved it when at the end of Mr Burns video it came up with the &#39;You are dead&#39; message box. Your not kidding, after that barrage i&#39;m not bloody supprised.

NsurgNt
Jul 17 2007, 18:13
Sup matt im using your mod with Chammys sound mod and its a great combination, I dont think you need to change anything with the grenade anim looks great as is. Im posting a link to a vid on liveleak shows grenade training and I dont see any flash on explosion.

http://www.liveleak.com/view?i=dc3_1184425723

take a look at the end during live fire.  Hope this helps. BTW Thank You for your work on this mod as it has enhanced ArmA for me&#33; Cant wait for Future releases&#33;  http://forums.bistudio.com/oldsmileys/thumbs-up.gif

ArmaVidz
Jul 18 2007, 10:26
MaddMatt, nice mod&#33; Amazing effects. I couldn&#39;t imagine playing ArmA without it now.

Because I&#39;ve been gone for a week or so now and was checking both your mod, and Chammy&#39;s, and was so impressed by both, I managed to put some time in yesterday to making a video showing some of the effects.


Quote[/b] ]This mod is a very early version, much will change. I&#39;m glad you guys like it so far.

Yeah, it&#39;s really awesome man.

I thought this mod was pretty darned cool. The effects from grenades awesome. Tanks firing the main cannon was spectacular.
I did a video employing more "cinematic&#39;ish" video and some uncut video of a firefight. MaddMatt&#39;s ArmA Effects were also used, and wow, what a difference they make&#33;

<span style='color:blue'>Units on the map during firefight(in different areas near Ortego):</span>
65 US Soldiers. 4 M1A1 Tanks. AH-1Z. A-10. 3 Harriers.
100 SLA Soldiers. 4 T-72&#39;s. 4 Shilkas.

It&#39;s a hefty length to due to three minutes of uncut video in the middle, to show off Chammy&#39;s SoundMOd. 9 minutes, 35 seconds.

http://img177.imageshack.us/img177/392/chammymaddmattpostaj5.gif
<span style='color:red'>Thumbnails for Video</span> (http://img114.imageshack.us/img114/2509/thumbs20070717123133coppp5.jpg)

<span style='color:red'>Watch it on YouTube</span> (http://youtube.com/watch?v=Nep0PB8z_sM)

Thanks for the mod&#33;&#33;&#33;

http://forums.bistudio.com/oldsmileys/pistols.gif
ArmAVidz

Maddmatt
Jul 18 2007, 10:54
Sup matt im using your mod with Chammys sound mod and its a great combination, I dont think you need to change anything with the grenade anim looks great as is. Im posting a link to a vid on liveleak shows grenade training and I dont see any flash on explosion.

http://www.liveleak.com/view?i=dc3_1184425723

take a look at the end during live fire. Hope this helps. BTW Thank You for your work on this mod as it has enhanced ArmA for me&#33; Cant wait for Future releases&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Thanks for the video. I have seen quite a few grenade videos now, and the effect does look different depending on circumstances. I an pretty happy with the current look, but I do want to make the smoke movement more random. Right now though I want to focus on other effects. There is still a lot to do, such as missile explosions.

@<hidden>: Great video, I edited my first post to include it http://forums.bistudio.com/oldsmileys/smile_o.gif

bravo 6
Jul 18 2007, 11:03
and the satchels explosions are great. http://forums.bistudio.com/oldsmileys/smile_o.gif

Radnik
Jul 18 2007, 11:24
I haven&#39;t touched missile explosion or smoke effects, or burning effects yet.
Damnit Maddmatt...please touch them&#33; http://forums.bistudio.com/oldsmileys/xmas_o.gif

Great mod...keep it up&#33;.

Sgt Gul
Jul 18 2007, 17:17
hi there i want to use this with chammys sound mod, i allready have a shortcut for sound mod, so the line should be like this right?:
"C:&#92;Program Files&#92;Bohemia Interactive&#92;ArmA&#92;arma.exe" -nosplash -mod=@<hidden> -mod=@<hidden>

i hope i got this right this way

NsurgNt
Jul 18 2007, 19:24
I do mine like this, see below


"C:&#92;Program Files&#92;Bohemia Interactive&#92;ArmA&#92;arma.exe" -nosplash -mod=@<hidden>;@<hidden>;@<hidden>

Acecombat
Jul 18 2007, 19:52
I need a new d/ld link the one provided in the first post is simply taking me to the download link but nothing is happening ... http://forums.bistudio.com/oldsmileys/huh.gif

Mr Burns
Jul 18 2007, 19:54
I need a new d/ld link the one provided in the first post is simply taking me to the download link but nothing is happening ... http://forums.bistudio.com/oldsmileys/huh.gif
Keep an eye on the textbox to the right after you clicke &#39;request&#39; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Rexxenexx
Jul 18 2007, 23:26
ArmaVidz thats the sickest video of ArmA I&#39;ve seen to date&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I&#39;ll put it on top of the news at my site for a while hopefully more people will buy ArmA when they see it&#39;s real potential.

@<hidden>: The grens are so awesome, they don&#39;t look like they were made in 1990&#39;s (w/ the mini nuke texturemap) anymore. http://forums.bistudio.com/oldsmileys/wink_o.gif

ArmaVidz
Jul 20 2007, 03:51
ArmaVidz thats the sickest video of ArmA I&#39;ve seen to date&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I&#39;ll put it on top of the news at my site for a while hopefully more people will buy ArmA when they see it&#39;s real potential.

@<hidden>: The grens are so awesome, they don&#39;t look like they were made in 1990&#39;s (w/ the mini nuke texturemap) anymore.  http://forums.bistudio.com/oldsmileys/wink_o.gif
Thanks man&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

ck-claw
Jul 21 2007, 12:54
Edit:- lol nevermind&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

Apache-Cobra
Jul 22 2007, 00:25
I haven&#39;t touched missile explosion or smoke effects, or burning effects yet.
Damnit Maddmatt...please touch them&#33;  http://forums.bistudio.com/oldsmileys/xmas_o.gif

Great mod...keep it up&#33;.
Yes&#33;&#33; Please do ^^.

ArmaVidz
Jul 22 2007, 01:26
I haven&#39;t touched missile explosion or smoke effects, or burning effects yet.
Damnit Maddmatt...please touch them&#33;  http://forums.bistudio.com/oldsmileys/xmas_o.gif

Great mod...keep it up&#33;.
Yes&#33;&#33; Please do ^^.
I think the same MaddMatt  http://forums.bistudio.com/oldsmileys/biggrin_o.gif  The difference your mod makes at this stage is <span style='color:red'>huge</span> and awesome.

Maddmatt
Jul 22 2007, 15:18
I&#39;ve started working on some other effects, including  missile impacts. Got no internet access on my PC right now, guess they cut me off for going over my usage limit (posting this from my cellphone)&#33; I&#39;ll post an update on 1 August, that should give me enough time to make some major changes, and I&#39;ll have proper internet access again.

Mabes
Jul 22 2007, 15:35
Here&#39;s another download mirror:
http://www.filecloud.com/files/file.php?user_file_id=531064

Will definitely keep my eye on this mod, and it will make a front page appearance on TotalArmA when the next version is released.

[DirTyDeeDs]-Ziggy-
Jul 22 2007, 17:12
I&#39;ve started working on some other effects, including missile impacts. Got no internet access on my PC right now, guess they cut me off for going over my usage limit (posting this from my cellphone)&#33; I&#39;ll post an update on 1 August, that should give me enough time to make some major changes, and I&#39;ll have proper internet access again.
thanks matt&#33;


LOL @<hidden> posting from cellphone http://forums.bistudio.com/oldsmileys/rofl.gif

M0ldyM!LK
Jul 23 2007, 21:10
Are there any intentions to work on the helicopters? I find it rather ... Odd that just turn into a charred piece of wreckage and fall out of the sky.

ArmaVidz
Jul 24 2007, 01:35
Hi Matt,

I was curious, have you ever contemplated whether it was possible to augment the visual effects from firing weapons likethe AT-4?
Like in these videos, notice the displacement of the debris/sand around the soldier when firing:

Firing AT-4 (http://youtube.com/watch?v=lMEqTiWFw24)
Firing AT-4 Actual Combat Footage (http://youtube.com/watch?v=7oJEP7-Csz8&mode=related&search=)
AT-4 Firing (http://youtube.com/watch?v=YsXd1j9Vkw0)
AT-4 Firing Range #2 (http://youtube.com/watch?v=D2_FFpP-ND8&mode=related&search=)

http://forums.bistudio.com/oldsmileys/smile_o.gif

Chammy
Jul 28 2007, 06:00
Any update yet? Like the big square flash of the MK19 ? I&#39;m eager and waiting..... http://forums.bistudio.com/oldsmileys/notworthy.gif

sim
Jul 28 2007, 17:20
Hey matt, damn you have been busy since I last spoke to you&#33; Normally you can never be bothered to do any work http://forums.bistudio.com/oldsmileys/tounge2.gif
This might actually make me brush the dust off my ArmA disc and try it out, still need more ram though.


Quote[/b] ]Any update yet? Like the big square flash of the MK19 ? I&#39;m eager and waiting.....

You&#39;ll get an update August 1st I do believe, 4 days http://forums.bistudio.com/oldsmileys/smile_o.gif

Apache-Cobra
Jul 28 2007, 19:38
You&#39;ll get an update August 1st I do believe, 4 days  http://forums.bistudio.com/oldsmileys/smile_o.gif
Too long&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

dmitri
Jul 28 2007, 20:44
-Ziggy- @<hidden> July 22 2007,19:12)]LOL @<hidden> posting from cellphone http://forums.bistudio.com/oldsmileys/rofl.gif
I sympathise http://forums.bistudio.com/oldsmileys/tounge2.gif

Apache-Cobra
Aug 1 2007, 03:44
Any update yet? Like the big square flash of the MK19 ? I&#39;m eager and waiting.....  http://forums.bistudio.com/oldsmileys/notworthy.gif
By the way, FYI MaddMatt, its not always a big square flash, for me, the Mk-19 muzzle flash is that of tanks (round, but still bigger than the Stryker itself  http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif )

Maddmatt
Aug 1 2007, 15:52
Hey guys, as promised I have updated it today. Check first post here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=65714;st=0) for details and link.

Still very unfinished of course. There are quite a few changes, including new explosions and longer lasting smake. As well as bigger dust shockwaves from vehicles exploding and new vehicle explosion effects.

The muzzle flash bug with vehicle grenade launchers is still there. I will sort this out, I just need to do some scripting for this.


Quote[/b] ]Are there any intentions to work on the helicopters? I find it rather ... Odd that just turn into a charred piece of wreckage and fall out of the sky.
Will see what I can do http://forums.bistudio.com/oldsmileys/wink_o.gif


Quote[/b] ]Hi Matt @<hidden>

I was curious,have you ever contemplated whether it was possible to augment the visual effects from firing weapons likethe AT-4?
Like in these videos, notice the displacement of the debris/sand around the soldier when firing:
It&#39;s possible. On my to-do list http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]Any update yet? Like the big square flash of the MK19 ? I&#39;m eager and waiting.....
There is now http://forums.bistudio.com/oldsmileys/tounge2.gif Haven&#39;t sorted out that issue just yet, but this should be the last release where it exists.


Quote[/b] ]Hey matt, damn you have been busy since I last spoke to you&#33; Normally you can never be bothered to do any work http://forums.bistudio.com/oldsmileys/tounge2.gif
This might actually make me brush the dust off my ArmA disc and try it out, still need more ram though.
Hey sim. I can&#39;t help it if I&#39;m a bit lazy sometimes http://forums.bistudio.com/oldsmileys/tounge2.gif . Now it&#39;s your turn to release some stuff&#33; Get to work on some missions http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Edit: Fixed this post, it was messed up http://forums.bistudio.com/oldsmileys/crazy_o.gif

Tigerhund
Aug 1 2007, 16:18
I have an idea for you. Could you use the muzzle blast from the Mk19 for the backblast effect on the AT-4, apart from looking into the "shockwave"-effects suggested earlier? And perhaps remove the smoke trails from said weapon as the AT-4 isn´t rocket propelled.

And oh, before I forget; Great job, mate. http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Apache-Cobra
Aug 1 2007, 17:04
I love you matt  http://forums.bistudio.com/oldsmileys/biggrin_o.gif . Ill check it out right now and tell you what i think.

EDIT: Really great work, man. It is much better than i would have thought you would release today. Honestly speaking, out of everything, there are only 2 things that i find noticeably off.

1. On explosions, i believe there is a bit of an excess amount of flames. I think you should either shield it by a bit more smoke, or tone it down a little bit (explosions in war are never really like in movies; they are mostly smoke and dirt and you can barely see any flames.) Its like those magicians or something, a quick flash and a bunch of smoke and dirt particles floating around.

2. The dust/smoke that shoots up when you shoot the ground. The ... how can i put this..? the acutely shooting dirt looks great, but the puffs of dirt later on in the effect are rather sparse and dotty like.... This isnt much of a problem, just constructive criticism.

Also, my take on the AT-4 is you could try to take the tank muzzle flash, make it a little bit smaller, and use it as a backblast for the AT-4. Other than that, you need to remove the smoke from the projectile as it moves, as stated above.

By the way, it would make a good shockwave if on every explosion you make a ring of light smoke shooting away from the explosion, just like a real one. They use this idea on that nuclear scud mod, by the way.

By the BY the way, I have seen quite a bit of combat/explosions etc.

I hope this helps  
Thanks again for your great work.  http://forums.bistudio.com/oldsmileys/notworthy.gif

MattXR
Aug 1 2007, 17:49
Are these MP compatiable so i see the effects, i knw others wont unless they have them too but will it work for me?

DMarkwick
Aug 1 2007, 17:58
Are these MP compatiable so i see the effects, i knw others wont unless they have them too but will it work for me?
If it&#39;s purely config settings then you will see the effects in any mission, including MP.

Flashbang151
Aug 1 2007, 18:03
Great&#33; The Mod becomes better and better.

Can you make the first fire explosion faster? Like a flash?

I don&#39;t know if tools are needed, but sparks would be awesome.
Like the hit effect on the BTR-T Addon for OFP.

The explosive ammo effect should looks like a fast flash, without much smoke. Or more like the grenade explosion.
The muzzle flash from the BMP3 video would be great.

For example:
http://youtube.com/watch?v=S7mPk6CpgOI
http://youtube.com/watch?v=Oc9E8_ZuESQ
http://youtube.com/watch?v=I-nyg-_swac

although a very successful Mod
Keep working&#33;

HGuderian
Aug 1 2007, 18:29
solved

bravo 6
Aug 1 2007, 18:48
Matt, im really impressed with this new version&#33;

well done&#33; i have not tested all but the explosions are much better and more realistic&#33;

I love this addon with chammys&#33; http://forums.bistudio.com/oldsmileys/inlove.gif

Jack-UK
Aug 1 2007, 19:03
Great addon matt, nice work&#33;

Cant believe i missed this for so long O_o

Keep it up&#33;

Chip360
Aug 1 2007, 19:36
Oh poo...


Should I use this or the smoke effects beta 3?

That also adds grenade blasts http://forums.bistudio.com/oldsmileys/sad_o.gif

I played your mod btw and I love the grenade effects (I greatly prefer them over the DM Smoke Effects mod)

Apache-Cobra
Aug 1 2007, 19:50
Should I use this or the smoke effects beta 3?
This. It changes much more things. You should check out the readme (its on the first post).

And it doesnt require any scripting.

DMarkwick
Aug 1 2007, 22:00
Should I use this or the smoke effects beta 3?
This. It changes much more things. You should check out the readme (its on the first post).

And it doesnt require any scripting.
Erm.. look, each to their own etc, but DMSmokeEffects doesn&#39;t require scripting either. It does if you want the EXTRA smoke effects, which is admittedly the core of the addon. But the config changes work "magically" http://forums.bistudio.com/oldsmileys/smile_o.gif

MaddMatt&#39;s effects are a great mod. As I said to Sickboy in PM, mine is made to look realistic, even if that means ugly, whereas MaddMatt&#39;s are made to look great http://forums.bistudio.com/oldsmileys/smile_o.gif I have to base mine on footage of actual events, that&#39;s why I sometimes need to call custom textures. MaddMatt&#39;s effects are done entirely with config, which is a great achievement http://forums.bistudio.com/oldsmileys/smile_o.gif

And, of course, a much smaller download http://forums.bistudio.com/oldsmileys/wink_o.gif

ck-claw
Aug 1 2007, 22:10
I run both&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Apache-Cobra
Aug 1 2007, 22:14
Should I use this or the smoke effects beta 3?
This. It changes much more things. You should check out the readme (its on the first post).

And it doesnt require any scripting.
Erm.. look, each to their own etc, but DMSmokeEffects doesn&#39;t require scripting either. It does if you want the EXTRA smoke effects, which is admittedly the core of the addon. But the config changes work "magically" http://forums.bistudio.com/oldsmileys/smile_o.gif

MaddMatt&#39;s effects are a great mod. As I said to Sickboy in PM, mine is made to look realistic, even if that means ugly, whereas MaddMatt&#39;s are made to look great http://forums.bistudio.com/oldsmileys/smile_o.gif I have to base mine on footage of actual events, that&#39;s why I sometimes need to call custom textures. MaddMatt&#39;s effects are done entirely with config, which is a great achievement http://forums.bistudio.com/oldsmileys/smile_o.gif

And, of course, a much smaller download http://forums.bistudio.com/oldsmileys/wink_o.gif
MaddMatts effects arent necessarily made to look good. It is just that with the time he was allowed he was only able to add a certain amount of affects while the rest of the mod is just a config that uses stock files in different ways.... right?

Either way, I still think this is a bit better than the corny effects that came with ArmA.

It would be nice to get some more new explosion textures though.

ArmaVidz
Aug 1 2007, 22:24
Hey guys, as promised I have updated it today. Check first post here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=65714;st=0) for details and link.

Still very unfinished of course. There are quite a few changes, including new explosions and longer lasting smake. As well as bigger dust shockwaves from vehicles exploding and new vehicle explosion effects.

The muzzle flash bug with vehicle grenade launchers is still there. I will sort this out, I just need to do some scripting for this.


Quote[/b] ]Are there any intentions to work on the helicopters? I find it rather ... Odd that just turn into a charred piece of wreckage and fall out of the sky.
Will see what I can do http://forums.bistudio.com/oldsmileys/wink_o.gif


Quote[/b] ]Hi Matt @<hidden>

I was curious,have you ever contemplated whether it was possible to augment the visual effects from firing weapons likethe AT-4?
Like in these videos, notice the displacement of the debris/sand around the soldier when firing:
It&#39;s possible. On my to-do list http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]Any update yet? Like the big square flash of the MK19 ? I&#39;m eager and waiting.....
There is now http://forums.bistudio.com/oldsmileys/tounge2.gif Haven&#39;t sorted out that issue just yet, but this should be the last release where it exists.


Quote[/b] ]Hey matt, damn you have been busy since I last spoke to you&#33; Normally you can never be bothered to do any work  http://forums.bistudio.com/oldsmileys/tounge2.gif
This might actually make me brush the dust off my ArmA disc and try it out, still need more ram though.
Hey sim. I can&#39;t help it if I&#39;m a bit lazy sometimes http://forums.bistudio.com/oldsmileys/tounge2.gif . Now it&#39;s your turn to release some stuff&#33; Get to work on some missions http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Edit: Fixed this post, it was messed up http://forums.bistudio.com/oldsmileys/crazy_o.gif
I smell a video comin&#39; on http://forums.bistudio.com/oldsmileys/whistle.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif

DMarkwick
Aug 1 2007, 22:41
MaddMatts effects arent necessarily made to look good. It is just that with the time he was allowed he was only able to add a certain amount of affects while the rest of the mod is just a config that uses stock files in different ways.... right?
Actually the entire mod is a config that uses stock files in different ways http://forums.bistudio.com/oldsmileys/smile_o.gif

DMarkwick
Aug 1 2007, 22:46
I run both&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif
Actually I reckon you could - if I remember rightly it depends on what order you list the mods in your shortcut. Say for example you prefer my grenades but like MaddMatt&#39;s explosions, then you list the mods in the correct order and my configs overwrite his. As my configs only contain changes and is not an entire config copy, then all the rest of MaddMatt&#39;s configs should "show through" mine.

Can&#39;t remember which order they should be in though http://forums.bistudio.com/oldsmileys/smile_o.gif trial & error http://forums.bistudio.com/oldsmileys/wink_o.gif

I&#39;m basing this on OFP behavior BTW.

MATRA
Aug 1 2007, 23:02
Impressive Matt ,GJ.

dmitri
Aug 2 2007, 13:01
Nice work http://forums.bistudio.com/oldsmileys/smile_o.gif

Maddmatt
Aug 2 2007, 14:59
Thanks for the suggestions, and the videos. They have been helpful http://forums.bistudio.com/oldsmileys/smile_o.gif . Explosive ammo effects were made without watching and comparing to real life footage all that much, they were just done rather quickly. They will be improved of course.

I do want to make the effects look real. Currently the grenade effect is the only one where I spent time comparing it to real footage and trying to match it. The other effects are still being worked on.


MaddMatt&#39;s effects are a great mod. As I said to Sickboy in PM, mine is made to look realistic, even if that means ugly, whereas MaddMatt&#39;s are made to look great http://forums.bistudio.com/oldsmileys/smile_o.gif I have to base mine on footage of actual events, that&#39;s why I sometimes need to call custom textures.

The only reason I don&#39;t use custom textures, is because I can&#39;t make them myself http://forums.bistudio.com/oldsmileys/tounge2.gif
I am also trying to base mine on actual footage. It&#39;s just that I haven&#39;t finished the effects. Be patient&#33; http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Currently my effects are only done with config changes, but I can&#39;t do everything purely through the config. I am going to do scripting for those effects which need it.

DMarkwick
Aug 2 2007, 16:07
The only reason I don&#39;t use custom textures, is because I can&#39;t make them myself http://forums.bistudio.com/oldsmileys/tounge2.gif
I am also trying to base mine on actual footage. It&#39;s just that I haven&#39;t finished the effects. Be patient&#33; http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Currently my effects are only done with config changes, but I can&#39;t do everything purely through the config. I am going to do scripting for those effects which need it.
LOL, well I hope I didn&#39;t offend you by suggesting your effects look great http://forums.bistudio.com/oldsmileys/biggrin_o.gif it certainly wasn&#39;t my intention http://forums.bistudio.com/oldsmileys/wink_o.gif

My method is to work on one or two effects at a time, which is why I only have a few config changes at any time. I also try to keep the number of custom textures down, as it only adds to the memory overheads I guess.

I really like the new explosion effect in your addon MaddMatt, I&#39;d like to use a derivative of it for myself http://forums.bistudio.com/oldsmileys/wink_o.gif research footage shows me that tank explosions have a small percentage chance of internal ordinance exploding like that, and I&#39;d like the DMSmokeEffects to have this eventually. It seems to me that mostly tank explosions are poofs of white/light grey smoke, changing to dark over time as fuel & plastics burn.

But as I said, occasionally it all goes fireworks... and of course fuel explosions look like that anyways.

Maddmatt
Aug 2 2007, 16:54
LOL, well I hope I didn&#39;t offend you by suggesting your effects look great http://forums.bistudio.com/oldsmileys/biggrin_o.gif it certainly wasn&#39;t my intention http://forums.bistudio.com/oldsmileys/wink_o.gif
No offense taken, it&#39;s all good http://forums.bistudio.com/oldsmileys/smile_o.gif

You can use my work as you please, as long as you credit me. So long as I can do the same with yours http://forums.bistudio.com/oldsmileys/wink_o.gif
As I said, I can&#39;t do textures myself http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif

LoFFeN
Aug 2 2007, 16:56
Matt... this is insane&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif Your explosions are great. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I just tested your new version now, and it was fantastic to light up an enemy base with bombs. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
The explosions actually looks very similar to the ones used in Star Wars: Rogue Leader/Rebel Strike games for the gamecube and I like those&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

DMarkwick
Aug 2 2007, 17:34
You can use my work as you please, as long as you credit me. So long as I can do the same with yours http://forums.bistudio.com/oldsmileys/wink_o.gif
As I said, I can&#39;t do textures myself http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
LOL, I thought I already had, but looking at my outgoing PMs shows me I hadn&#39;t http://forums.bistudio.com/oldsmileys/smile_o.gif

But you can, as can anyone who&#39;d like to. Credit given etc http://forums.bistudio.com/oldsmileys/wink_o.gif

DayGlow
Aug 2 2007, 19:14
LOL, well I hope I didn&#39;t offend you by suggesting your effects look great http://forums.bistudio.com/oldsmileys/biggrin_o.gif it certainly wasn&#39;t my intention http://forums.bistudio.com/oldsmileys/wink_o.gif
No offense taken, it&#39;s all good http://forums.bistudio.com/oldsmileys/smile_o.gif

You can use my work as you please, as long as you credit me. So long as I can do the same with yours http://forums.bistudio.com/oldsmileys/wink_o.gif
As I said, I can&#39;t do textures myself http://forums.bistudio.com/oldsmileys/crazy_o.gif  http://forums.bistudio.com/oldsmileys/biggrin_o.gif
a collaberation of these mods would be perfect, as their aim is the same. So far I&#39;ve found both mods live happily with each other as well.

Chip360
Aug 4 2007, 06:17
Wait.. You can use BOTH?

Wouldnt some of the effects overlap etc?

Also, @<hidden>: The reason why I like Matts grenade effects is because
1) yours appear to be a tad on the dark side (it appears to be a really dark grey) while Matts are lighter colored smoke, similiar to what Ive seen in videos and
2) for some reason I dont always see your effects alright at long ranges while with Matt&#39;s I can.

I dont know... I really wish you guys could maybe... idk, team together to create the ultimate ArmA Effects mod? Maybe work together, exchange ideas, share credit? That would be so great as your both very talented and I think your efforts should be combined&#33;

In the meantime, excellent work to both of you, keep it up&#33;

Scrub
Aug 4 2007, 07:27
Maybe work together, exchange ideas, share credit? That would be so great as your both very talented and I think your efforts should be combined&#33;

In the meantime, excellent work to both of you, keep it up&#33;
x2

Best Idea I&#39;ve heard in a while.


http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Chammy
Aug 4 2007, 10:18
I agree also, as they both maybe, can help each other in graphic bugs, maybe one can share some advice and create these explosion efffects to all events, and for the love of God, fix the huge explosions, they look like party streamers. Well, I have faith that in time they will be fixed. Over all, good job to both MadMatts and Marwick, I use both mods http://forums.bistudio.com/oldsmileys/yay.gif I hope the RPG/AT rocket impacts, and all shell impacts are fixed as well, I will wet my pants if that happens.

btw, has that big square flash been fixed yet? MK19 fire omits?

bravo 6
Aug 4 2007, 11:05
i also agree on the "work together" thing.

But please don&#39;t join both in the same pbo file. Make it as it is, seperated so people can decide what to use. I use both by the way..

If the explosions are too extreem like Chammy said, please review them and release a realistic version instead, with the mentioned bugs http://forums.bistudio.com/oldsmileys/inlove.gif
cant wait for them..

GOOD WORK guys&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

[DirTyDeeDs]-Ziggy-
Aug 4 2007, 12:48
I am using MaddMatts Effects in conjunction with CSM and I love it&#33; http://forums.bistudio.com/oldsmileys/notworthy.gif

I placed the Effects PBO in the @<hidden> folder to reduce the shotcut parameters, and it just makes sense to combine them anyway. http://forums.bistudio.com/oldsmileys/wink_o.gif

AimPoint
Aug 4 2007, 16:57
Very nice work Matt,I can&#39;t play Arma without them&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Only one thing I would prefer the granades explosion without the stones flying..more realistic IMO.
In the first version they were perfect.

Question:
Would be possible remove that ridicule recoil from the Mk19 and AGS30? I really hate it http://forums.bistudio.com/oldsmileys/confused_o.gif

DMarkwick
Aug 5 2007, 19:14
I hope the RPG/AT rocket impacts, and all shell impacts are fixed as well, I will wet my pants if that happens.
Lol, I nearly posted a video of my new shell impact effects, the height of bad manners in someone else&#39;s thread http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Anyways, see it on my thread. If you like it let me know, and RPG/AT effects are next on my list, I found some good footage.

-Puma-
Aug 6 2007, 10:31
either this or fdf1.02 is causing repeted crashes for me. Ill exmamine more and report back.

MattXR
Aug 6 2007, 11:23
This with chammys sound mod is great i will always use it now.

stun
Aug 7 2007, 21:33
Has anyone else tried using Arma Effects with the 6th sense tracer mod? there seems to be some sort of conflict - when I&#39;ve tried using them together I just end up getting the stock BIS tracers.

andy-uk
Aug 7 2007, 22:33
Has anyone else tried using Arma Effects with the 6th sense tracer mod? there seems to be some sort of conflict - when I&#39;ve tried using them together I just end up getting the stock BIS tracers.
i use them together and they are fine.

awesome work. incredible effects.

andy.

Scrub
Aug 8 2007, 02:51
The latest 6th sense update uses ArmAEffects.. You may have a conflict with two versions being present.

funnyguy1
Aug 8 2007, 11:58
Maybe work together, exchange ideas, share credit? That would be so great as your both very talented and I think your efforts should be combined&#33;

In the meantime, excellent work to both of you, keep it up&#33;
x2

Best Idea I&#39;ve heard in a while.


http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I have to agree, sharing info isn&#39;t bad, even if you&#39;re gonna relase 2 separate things in the end. Or only one mod, but with compatible "choosable" components...That would be just http://forums.bistudio.com/oldsmileys/xmas_o.gif

It makes sense, especially since both of you guys aim to achieve realistic effects.

stun
Aug 8 2007, 12:35
hmm I think I&#39;m using the version 0.2 final release of 6th sense tracers. I&#39;m not using any of the other modules. so i&#39;m surprised that there is a conflict. I can&#39;t see any reference to arma effects in the v0.2 final release of the tracers or other modules. Is there a newer version?

Maddmatt
Aug 8 2007, 12:48
hmm I think I&#39;m using the version 0.2 final release of 6th sense tracers. I&#39;m not using any of the other modules. so i&#39;m surprised that there is a conflict. I can&#39;t see any reference to arma effects in the v0.2 final release of the tracers or other modules. Is there a newer version?
You using this (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=64542;st=0) version? Make sure you use both the tracers and the misc file. The tracers rely on the misc addon to work. Should work fine in combination with my effects mod.
In all my testing I have been running the 6thsense tracers without problems.

NoRailgunner
Aug 8 2007, 13:27
What are you working at and when can we expect next update/version? http://forums.bistudio.com/oldsmileys/smile_o.gif

Maddmatt
Aug 8 2007, 13:34
What are you working at and when can we expect next update/version? http://forums.bistudio.com/oldsmileys/smile_o.gif
Maybe sometime next week. I have made some tweaks so far, but it&#39;s not ready for release.

bravo 6
Aug 8 2007, 13:36
What are you working at and when can we expect next update/version? http://forums.bistudio.com/oldsmileys/smile_o.gif
Maybe sometime next week. I have made some tweaks so far, but it&#39;s not ready for release.
good to hear, can you post your ideas for future <s>patch</s> version? http://forums.bistudio.com/oldsmileys/smile_o.gif

edit: typo

Maddmatt
Aug 8 2007, 13:48
What are you working at and when can we expect next update/version? http://forums.bistudio.com/oldsmileys/smile_o.gif
Maybe sometime next week. I have made some tweaks so far, but it&#39;s not ready for release.
good to hear, can you post your ideas for future <s>patch</s> version? http://forums.bistudio.com/oldsmileys/smile_o.gif

edit: typo
I will post more info once I have sorted some things out http://forums.bistudio.com/oldsmileys/smile_o.gif

stun
Aug 8 2007, 15:30
You using this (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=64542;st=0) version? Make sure you use both the tracers and the misc file. The tracers rely on the misc addon to work. Should work fine in combination with my effects mod.
In all my testing I have been running the 6thsense tracers without problems.
I thought I was using that version. I have the tracer and misc in the same addon folder. the only other mod i was using in conjuntion with those two is chammys sound mod. I will re download the 6th sense mod and reinstall. hopefully that will sort it.

stun
Aug 8 2007, 19:33
Problem sorted. My fault. turns out that when I created a folder for the mod I accidentally included a space in the name, which caused the arma effects mod not to work and somehow contrived to screw up the tracer mod as well.

Cheers for your advice. I can&#39;t wait to put this mod through its paces.

Symbiot
Aug 13 2007, 11:47
We can use our custom drops with animated fire or smoke textures, i have a lot of animated textures from texture packs & anower games. I can share it, but.....

But the problem is - if i try to use animated textures with default effects it looks ugly because of particle rotation.

So if i use camp fire texture, i have very strange effect of rotating fire.

Someone needed to remake default effects with custom drops.

DMarkwick
Aug 13 2007, 12:34
We can use our custom drops with animated fire or smoke textures, i have a lot of animated textures from texture packs & anower games. I can share it, but.....

But the problem is - if i try to use animated textures with default effects it looks ugly because of particle rotation.

So if i use camp fire texture, i have very strange effect of rotating fire.

Someone needed to remake default effects with custom drops.
You can change the configs for default effects, one of the parameters would be rotation.

Apache-Cobra
Aug 13 2007, 17:19
Oh, that reminds me. Symbiot, you know, if you use your fire textures with maddmatts effects, you get a better looking explosion. (I just install symbiots fire mod into Ca.pbo and place madmatts effects PBO into the same addons folder and it looks quite good on explosions). Try using your fire effects and maddmatts effects and blow up a gas station or a tank or somethin, it looks pretty good.

-Puma-
Aug 13 2007, 19:33
well seems that my crashes had to do something with the russian federation units conflicting between effects mod or FDF 1.2

ArmaVidz
Aug 14 2007, 05:01
<span style='color:blue'>Hi MaddMatt,</span>

I would really like to restore the original grenade smoke effect you made in the first release to the new release. Same with the m203/GP(?)  http://forums.bistudio.com/oldsmileys/sad_o.gif

Could you tell me lines to cut/paste out of the old config.cpp and where to put it in the config.cpp? If that&#39;s possible(?)

The original grenade effect was jawdropping, while I utterly can&#39;t stand the new one.  

Thank you for all your hard work   http://forums.bistudio.com/oldsmileys/notworthy.gif

Atsche
Aug 14 2007, 13:29
Maddmatt.

Just a few thing... the Flash from the AGS is a bit to big and heavy it looks unrealistic.

Cedaie
Aug 14 2007, 14:07
He&#39;s working on that. Apparently an Arma bug that needs a work-around.

Maddmatt
Aug 14 2007, 14:31
<span style='color:blue'>Hi MaddMatt,</span>

I would really like to restore the original grenade smoke effect you made in the first release to the new release. Same with the m203/GP(?) http://forums.bistudio.com/oldsmileys/sad_o.gif

Could you tell me lines to cut/paste out of the old config.cpp and where to put it in the config.cpp? If that&#39;s possible(?)

The original grenade effect was jawdropping, while I utterly can&#39;t stand the new one.

Thank you for all your hard work http://forums.bistudio.com/oldsmileys/notworthy.gif
Don&#39;t think I changed much with the grenade effect. What exactly don&#39;t you like?

If you open the config.cpp just look for the "class grenadesmoke" and similar ones. All grenades use the same effect.

@<hidden>Sgt.Ace: Cedaie&#39;s answer is correct.

ArmaVidz
Aug 14 2007, 17:55
Don&#39;t think I changed much with the grenade effect. What exactly don&#39;t you like?

If you open the config.cpp just look for the "class grenadesmoke" and similar ones. All grenades use the same effect.

@<hidden>Sgt.Ace: Cedaie&#39;s answer is correct.
It&#39;s just that the smoke looked nothing like the old one.

It didn&#39;t appear to be full or dark(ish) at all, instead, it was very transparent and through the center I could see a &#39;fountain of rocks&#39; showering rocks up.

Thanks for the info, I&#39;m not really sure exactly what to replace so I&#39;ll just mess around until I get the effect.

http://forums.bistudio.com/oldsmileys/smile_o.gif  Good stuff

Apache-Cobra
Aug 14 2007, 19:16
Don&#39;t think I changed much with the grenade effect. What exactly don&#39;t you like?

If you open the config.cpp just look for the "class grenadesmoke" and similar ones. All grenades use the same effect.

@<hidden>Sgt.Ace: Cedaie&#39;s answer is correct.
It&#39;s just that the smoke looked nothing like the old one.

It didn&#39;t appear to be full or dark(ish) at all, instead, it was very transparent and through the center I could see a &#39;fountain of rocks&#39; showering rocks up.

Thanks for the info, I&#39;m not really sure exactly what to replace so I&#39;ll just mess around until I get the effect.

http://forums.bistudio.com/oldsmileys/smile_o.gif  Good stuff
Yeah, rocks dont really go flying from grenades. You would have to pack the grenade under some rocks for that to happen. Normally it just leaves a bit of a mark where it went off and a puny amount of scorching. A quick flash and a pile of smoke as in the mod is all that is seen. In fact, the flash is way too slow in ArmA. Running on a 20-30 FPS frame rate, the explosion should only be seen on 1-3 frames.

Flashbang151
Aug 15 2007, 11:08
Don&#39;t think I changed much with the grenade effect. What exactly don&#39;t you like?

If you open the config.cpp just look for the "class grenadesmoke" and similar ones. All grenades use the same effect.

@<hidden>Sgt.Ace: Cedaie&#39;s answer is correct.
It&#39;s just that the smoke looked nothing like the old one.

It didn&#39;t appear to be full or dark(ish) at all, instead, it was very transparent and through the center I could see a &#39;fountain of rocks&#39; showering rocks up.

Thanks for the info, I&#39;m not really sure exactly what to replace so I&#39;ll just mess around until I get the effect.

http://forums.bistudio.com/oldsmileys/smile_o.gif Good stuff
Yeah, rocks dont really go flying from grenades. You would have to pack the grenade under some rocks for that to happen. Normally it just leaves a bit of a mark where it went off and a puny amount of scorching. A quick flash and a pile of smoke as in the mod is all that is seen. In fact, the flash is way too slow in ArmA. Running on a 20-30 FPS frame rate, the explosion should only be seen on 1-3 frames.
Yes, and the high explosive bullett effect should looks like this.
A quick flash and some smoke:

http://youtube.com/watch?v=qNakka2GN6M

DMarkwick
Aug 15 2007, 14:17
Yes, and the high explosive bullett effect should looks like this.
A quick flash and some smoke:

http://youtube.com/watch?v=qNakka2GN6M
Woo, VERY nice footage there, I&#39;m especially interested in the smokescreen, and the impact sparks at night http://forums.bistudio.com/oldsmileys/smile_o.gif

ArmaVidz
Aug 15 2007, 15:37
Yeah those sparks are awesome. Same with the impact explosion/smoke combination

http://forums.bistudio.com/oldsmileys/smile_o.gif

Flashbang151
Aug 15 2007, 18:51
In OFP the BTR-T addon had some great impact spark effects.
They would be cool in Arma.

Miles Teg
Aug 15 2007, 19:06
Don&#39;t think I changed much with the grenade effect. What exactly don&#39;t you like?

If you open the config.cpp just look for the "class grenadesmoke" and similar ones. All grenades use the same effect.

@<hidden>Sgt.Ace: Cedaie&#39;s answer is correct.
It&#39;s just that the smoke looked nothing like the old one.

It didn&#39;t appear to be full or dark(ish) at all, instead, it was very transparent and through the center I could see a &#39;fountain of rocks&#39; showering rocks up.

Thanks for the info, I&#39;m not really sure exactly what to replace so I&#39;ll just mess around until I get the effect.

http://forums.bistudio.com/oldsmileys/smile_o.gif  Good stuff
Yeah, rocks dont really go flying from grenades. You would have to pack the grenade under some rocks for that to happen. Normally it just leaves a bit of a mark where it went off and a puny amount of scorching. A quick flash and a pile of smoke as in the mod is all that is seen. In fact, the flash is way too slow in ArmA. Running on a 20-30 FPS frame rate, the explosion should only be seen on 1-3 frames.
I beg to differ. If there are rocks around the grenade, it sends a hell of alot of rocks all over the place. In fact the whole ground shakes when a hand grenade goes off and you hear lots of "ping ping ping" of shrapnel and debris landing around you. I know because I&#39;ve thrown live hand grenades in the Army. Those things are a hell of a weapon that you learn to respect.

Chris G.
aka-Miles Teg<GD>

ArmaVidz
Aug 15 2007, 20:43
By the way, I just wanted to add that rocks and debris flying around the grenade is totally cool imho, it&#39;s just that the effect in arma creates a &#39;fountain&#39; like effect which does not look so good. Again, imho.

I&#39;ve never had a frag thrown at me, or even seen one explode IRL, but if it&#39;s anything like in the RL combat footage, the first explosion effect was closer.

Still, awesome job Matt and thanks for your kickass effects mod&#33;

Tigerhund
Aug 15 2007, 23:38
I´ve tossed a few live fragmentation grenades and one concussion grenade (produces no shrapnel but a powerful pressure increase in confined areas), and I have seen a few detonate. I never saw any large rocks flying around, but rather gravel and mud. I still fancy the effect a lot, and the smoke effect is spot on. That´s what it looks like IRL, but perhaps you could tone down the large rocks.

Maddmatt
Aug 20 2007, 16:55
Version 0.3alpha released, check first post (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=70&t=65714&st=0&&#entry1115505) for info and download link.

Grenade launchers no longer have that stupid tank flash http://forums.bistudio.com/oldsmileys/smile_o.gif
Doesn&#39;t work in combination with the 6thsense.eu mod pack, but that will be resolved soon.

Kerry
Aug 20 2007, 20:12
Duuudeeeeeee

ive been using this for about 2 weeks now.

and
your effects+XAM 1.3= totally kickass effects.

keep up the bitchn work.

gL33k
Aug 20 2007, 20:56
Version 0.3alpha released, check first post (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=70&t=65714&st=0&&#entry1115505) for info and download link.

Grenade launchers no longer have that stupid tank flash http://forums.bistudio.com/oldsmileys/smile_o.gif
Doesn&#39;t work in combination with the 6thsense.eu mod pack, but that will be resolved soon.
no AA bullet tracer ?
edit: six_tracer incompatible http://forums.bistudio.com/oldsmileys/whistle.gif

Apache-Cobra
Aug 20 2007, 21:36
Version 0.3alpha released, check first post (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=70&t=65714&st=0&&#entry1115505) for info and download link.

Grenade launchers no longer have that stupid tank flash http://forums.bistudio.com/oldsmileys/smile_o.gif
Doesn&#39;t work in combination with the 6thsense.eu mod pack, but that will be resolved soon.
no AA bullet tracer  ?
edit: six_tracer incompatible  http://forums.bistudio.com/oldsmileys/whistle.gif
Interesting, the six tracers work for me.

Great work MaddMatt. This has got to be the best all around mod for ArmA.

3k.Baxter
Aug 20 2007, 22:27
no preview movie of the new version?

ArmaVidz
Aug 21 2007, 07:17
OMG Maddmatt&#33;&#33;&#33; Just tried ver3 http://forums.bistudio.com/oldsmileys/notworthy.gif

I could just hug ya haha and ya changed the grenade blast again? Looks awesome&#33;

Dude, those vehicle explosions are a pure masterpiece of artwork. Amazing&#33;&#33;&#33;

Anyone not downloading this is missing out hardcore http://forums.bistudio.com/oldsmileys/biggrin_o.gif

.kju [PvPscene]
Aug 21 2007, 07:49
anyone wanna compile a little demo mission to showcase the
different effects - would be appreciated a lot&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

(no cinematic neccessarily, only all weapons, units and objects you need http://forums.bistudio.com/oldsmileys/smile_o.gif)

ArmaVidz
Aug 21 2007, 08:52
I&#39;m working the new effects into some combat footage right now, won&#39;t be released for a couple days yet. It&#39;s something to keep me entertained while Chammy is finishing teh version1 release.

The following mods will be heavily showcased during combat:
<span style='color:blue'>Chammy&#39;s SoundMod (Prev. Released Beta)</span>
<span style='color:blue'>Maddmatt&#39;s ArmA Effects ver3</span>
<span style='color:blue'>SWATGUY&#39;s 3rd Infantry Div. (Unreleased-Thanks SWATGUY&#33; )</span>
<span style='color:blue'>6th Tracers</span>

As always, it&#39;s not a &#39;demo&#39; per se, it&#39;s in-game usage of the mods, along side others which collectively improve each other and Armed Assault.

If you&#39;re into that, you&#39;re in for a good show, I think.  http://forums.bistudio.com/oldsmileys/pistols.gif  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

bravo 6
Aug 21 2007, 11:44
i think i need a video for comparison..

.. because or my ArmA Effects are not working (no 6thsense installed) or they look very similar to ArmA original.

i liked the older version more, even if they were alittle exagerated, in older version i could notice differences but in this i can not.. http://forums.bistudio.com/oldsmileys/huh.gif

EDIT: the exagerated effects i ment were this:

http://pwp.netcabo.pt/bravo6/missoes_arma/Co07_laser_stamp_small.jpg

so they no longer exist?
You removed it completely?

Mr Groch
Aug 21 2007, 14:29
SIX Tracers and other mods from SIX_Pack1 works
for me with 0.3 version..

Here you can see the new ArmAEffects in action
(with other mods - this is my favorite compilation of mods http://forums.bistudio.com/oldsmileys/smile_o.gif )

http://youtube.com/watch?v=kMUZNotKWnI

http://images24.fotosik.pl/65/b980c2b0a7a09dfb.png

ArmaVidz
Aug 21 2007, 15:04
I did this up quickly. No really, I mean really quickly.

These are just a couple of the effects taht blew me away. I never seen these kind of effects in ver1 or ver2.


http://img.youtube.com/vi/LBpWuBceJ4U/3.jpg
<span style='color:red'>Quick Effects Vid</span> (http://youtube.com/watch?v=LBpWuBceJ4U)

Also, Marines did up this video. I believe he was using ver3 of Maddmatt&#39;s effects mod.

http://img.youtube.com/vi/rPON4AccKmw/default.jpg
<span style='color:red'>Marine&#39;s ArmA: Effects</span> (http://youtube.com/watch?v=rPON4AccKmw)

LoFFeN
Aug 21 2007, 15:21
Holy sh1t&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif Those explosions look even more detailed now and the smoke is great. GJ Madmatt. http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Btw nice clip, Armavidz. http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Atsche
Aug 21 2007, 15:26
Beautifull explosions

Nice Matt and a fixed Flash http://forums.bistudio.com/oldsmileys/smile_o.gif

ArmaVidz
Aug 21 2007, 15:28
Thanks wait till you see the full combat clip/movie I&#39;m makin&#33;&#33;&#33;  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

: PISTOLS : oh yeah
ArmAVidz

Maddmatt
Aug 21 2007, 15:39
i think i need a video for comparison..

.. because or my ArmA Effects are not working (no 6thsense installed) or they look very similar to ArmA original.

i liked the older version more, even if they were alittle exagerated, in older version i could notice differences but in this i can not.. http://forums.bistudio.com/oldsmileys/huh.gif

EDIT: the exagerated effects i ment were this:

http://pwp.netcabo.pt/bravo6/missoes_arma/Co07_laser_stamp_small.jpg

so they no longer exist?
You removed it completely?
Sounds like the mod isn&#39;t activating for some reason. Check it&#39;s installed properly. The difference to BIS effects should be pretty obvious.



Interesting, the six tracers work for me. If the SIX mods are working, then they will be preventing my tank muzzleflash from showing up. Currently that&#39;s the only effect that relies on eventhandlers, but I will be making more in future. This shouldn&#39;t be an issue for long though.

Thanks to Mr Groch and ArmaVids for the videos. That video by Marines actually shows ver0.2 of my mod. It&#39;s still a pretty cool video though.

Glad you guys like the mod http://forums.bistudio.com/oldsmileys/smile_o.gif

ArmaVidz
Aug 21 2007, 15:43
Love it Matt&#33; I haven&#39;t slept for 23 hrs now because of it  http://forums.bistudio.com/oldsmileys/biggrin_o.gif  (the bigger movie clip...)

Here is my shortcut for ArmA incase it helps:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#34;C&#58;&#92;Program Files&#92;Bohemia Interactive&#92;ArmA&#92;arma.exe&#34; -nosplash -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>[/QUOTE]

I do not have 6th CRDS installed in the 6thSense modfolder. Just tracers and misc.

.kju [PvPscene]
Aug 21 2007, 16:15
Quote[/b] ]Thanks to Mr Groch and ArmaVids for the videos
http://forums.bistudio.com/oldsmileys/thumbs-up.gif

WeaponsFree
Aug 21 2007, 16:16
Quote[/b] ] Also, Marines did up this video. I believe he was using ver3 of Maddmatt&#39;s effects mod.

That vid was pretty sweet, although are you sure it was ver3 of maddmatt&#39;s? Are the A10 tracers part of Maddmatt&#39;s package?

LoFFeN
Aug 21 2007, 16:31
Thanks wait till you see the full combat clip/movie I&#39;m makin&#33;&#33;&#33;  http://forums.bistudio.com/oldsmileys/biggrin_o.gif
: PISTOLS : oh yeah
ArmAVidz
^Can&#39;t wait m8&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif


Are the A10 tracers part of Maddmatt&#39;s package?
Nope the A-10 tracers are from the 6th sense pack. Atleast I guess so.

gL33k
Aug 21 2007, 17:14
wich package of SIX conflict with your mod MAtt ?

Maddmatt
Aug 21 2007, 17:25
wich package of SIX conflict with your mod MAtt ?
All in the mod pack. But only with the tank muzzleflash. Either the 6thsense mod will work or the tank muzzleflash will work. Depends which order you list them in the shortcut. Not sure which order does what, you&#39;ll have to experiment to see.

Makake
Aug 21 2007, 17:25
Yes, 6th Sense Mod conflicts with ArmA Effects. But I can still use most of its features with the Effects Pack (Tracers, Markers AND Blood). "Most of the features", as mentioned, but NO tank muzzle flash. This seems to be the only restriction when I use both mods. Until the next version of this awesome mod, I will just have to wait.

One or two suggestions though: maybe the dust (especially the shock dust after a tank round is fired) settles too rapidly. The transition could be smoother and longer. Same for impact of rounds maybe (but not that neccessary). I also think the explosion effect could be much brighter at start (like in the previous version) then fading to that awesome red fire clouds it shows currently.

Thanks for your great work. This one tremendously improves my/maybe everyones ArmA experience

EDIT: ah. just too late with posting. while testing you already found out the same (-> muzzle flash missing). http://forums.bistudio.com/oldsmileys/wink_o.gif

bravo 6
Aug 21 2007, 19:01
i think i need a video for comparison..

.. because or my ArmA Effects are not working (no 6thsense installed) or they look very similar to ArmA original.

i liked the older version more, even if they were alittle exagerated, in older version i could notice differences but in this i can not.. http://forums.bistudio.com/oldsmileys/huh.gif

EDIT: the exagerated effects i ment were this:

http://pwp.netcabo.pt/bravo6/missoes_arma/Co07_laser_stamp_small.jpg

so they no longer exist?
You removed it completely?
Sounds like the mod isn&#39;t activating for some reason. Check it&#39;s installed properly. The difference to BIS effects should be pretty obvious.
matt, its working now.. (me noob)

anyway, to be honest i prefer the older version.. because:
the smoke or explosions are alittle cranky and they lags on lowest computers and the explosion color are too bright for my taste.

In this new version i only like the muzzle effect on the tanks. http://forums.bistudio.com/oldsmileys/wink_o.gif
the grenades are not bad though

Kirq
Aug 21 2007, 19:06
Very nice addon. It makes arma look more spectacular but still not less realistic. I love new nade/GL explosions, it would be perfet if smoke could last a bit longer. New rapid fireball while rockets/missiles detonations looks very realistic comparing to RL youtube vids. Great work http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Marines
Aug 22 2007, 03:33
i think i need a video for comparison..

.. because or my ArmA Effects are not working (no 6thsense installed) or they look very similar to ArmA original.

i liked the older version more, even if they were alittle exagerated, in older version i could notice differences but in this i can not..  http://forums.bistudio.com/oldsmileys/huh.gif

EDIT: the exagerated effects i ment were this:

http://pwp.netcabo.pt/bravo6/missoes_arma/Co07_laser_stamp_small.jpg

so they no longer exist?
You removed it completely?
Sounds like the mod isn&#39;t activating for some reason. Check it&#39;s installed properly. The difference to BIS effects should be pretty obvious.



Interesting, the six tracers work for me. If the SIX mods are working, then they will be preventing my tank muzzleflash from showing up. Currently that&#39;s the only effect that relies on eventhandlers, but I will be making more in future. This shouldn&#39;t be an issue for long though.

Thanks to Mr Groch and ArmaVids for the videos. That video by Marines actually shows ver0.2 of my mod. It&#39;s still a pretty cool video though.

Glad you guys like the mod  http://forums.bistudio.com/oldsmileys/smile_o.gif
Well, I created that video in hopes that it would showcase some of the more exciting aspects of the 6thsense version, notably, this and Chammys sound mod. And too be honest, if it were not for these two modifications, I probably would&#39;ve thrown ArmA in the trash long ago.

For those that haven&#39;t seen it, here is a glimpse of what this mod adds too the game... It&#39;s the first vid in the featured section, titled ArmA: Effects.



http://www.youtube.com/user/USMCG0811

456820
Aug 22 2007, 11:59
Well I got bored and created a very short video of 94 AT Soldiers against 32 Tanks. Video has no sound.

http://www.youtube.com/watch?v=ZdP1V3Spcm0

Video was filmed on very high everything with 10000 view distance.

Love the explosion effects very good job on the mod http://forums.bistudio.com/oldsmileys/notworthy.gif


Edit - I need some sleep forgot to post the link

Malick
Aug 22 2007, 22:32
This mod/addon is very good &#33;

There are things that are nearly perfect, to my taste : grenades and buildings collapse, namely.

Though, I don&#39;t really like the systematic huge fireball when tanks explode. Is there a way to make this happen randomly, at least ?

Even with all SIX_Pack addons de activated, I don&#39;t get gun muzzle flash. Is it only me ?

Otherwise, great work &#33;

Malick

Yokhanan
Aug 22 2007, 22:47
This thing is simply great. It really makes ArmA feel just that real. Bravo, mate....bravo. http://forums.bistudio.com/oldsmileys/notworthy.gif

Cruzifer
Aug 23 2007, 06:20
Quote[/b] ]I don&#39;t really like the systematic huge fireball when tanks explode
yeah, me either&#33; pls make it smaler - otherwise it looks not real&#33; besides, great mod http://forums.bistudio.com/oldsmileys/yay.gif

bravo 6
Aug 23 2007, 09:23
Quote[/b] ]I don&#39;t really like the systematic huge fireball when tanks explode
yeah, me either&#33; pls make it smaler - otherwise it looks not real&#33; besides, great mod http://forums.bistudio.com/oldsmileys/yay.gif
yeah, i dont like it aswell.. Look too bright tough.

i prefer the older version.

ArmaVidz
Aug 23 2007, 09:29
Quote[/b] ]I don&#39;t really like the systematic huge fireball when tanks explode
yeah, me either&#33; pls make it smaler - otherwise it looks not real&#33; besides, great mod http://forums.bistudio.com/oldsmileys/yay.gif

Really? This is what I thought of it

http://i84.imagethrust.com/i/1306449/kickassometer.jpg http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Max Power
Aug 23 2007, 09:39
I think the explosions look cool but the nuclear blast that comes out of the uazs and stuff is rather large. It&#39;s no huge deal, though, I don&#39;t think&#33;

Maddmatt
Aug 23 2007, 14:13
I know the fireball that comes out of armed UAZ&#39;s and similar small armed vehicles is too much. The problem is that they are using the same explosion effect as the tank. I did those effects using the config, no scripting. When I have time I hope to script some better and more varied effects.


Though, I don&#39;t really like the systematic huge fireball when tanks explode. Is there a way to make this happen randomly, at least ?

Even with all SIX_Pack addons de activated, I don&#39;t get gun muzzle flash. Is it only me ?
Making the effect appear randomly would require scripting. Blame BIS for making every damn tank explode instead of just being disabled http://forums.bistudio.com/oldsmileys/tounge2.gif As I just said, I will script better stuff eventually.

As for the tank muzzle flash not working: Did you install the extended init addon correctly? That is required for it to work. Also other mods might conflict with it, like the sight adjustment addon.


yeah, i dont like it aswell.. Look too bright tough.

i prefer the older version.
Older version was even brighter http://forums.bistudio.com/oldsmileys/huh.gif . It&#39;s impossible to make all you people happy http://forums.bistudio.com/oldsmileys/tounge2.gif
When I start the scripted stuff things will be different. I will try to make the effects more random.

Malick
Aug 23 2007, 14:29
Thanks MaddMatt for your work &#33;

The explosion are truly impressive, it&#39;s just that they happen 100% of the time, which is a hardcoded issue.

What do you think of this potential solution:
- setting all land vehicles class to destructtype &#39;building&#39;: no more explosions;
- adding an eventhandler &#39;killed&#39; to certain land vehicles classes (tank, car, etc..) that would call a RandomFireBall.sqs/sqf ;
- this script would then choose whether or not to launch the explosion animation.

I haven&#39;t looked yet at the method you employed to obtain those explosions. Are they config or script (particles, drop etc..) ?

Regarding the issues with SIX_Pack addons, it&#39;s my fault : some files were still in the &#92;dat directory (SIX_tracers.hpp, etc..) AND I didn&#39;t install correctly the extended init addon. Well, you know : RTFM &#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

Looking forward to your improvements &#33;

Malick

Max Power
Aug 23 2007, 14:44
Making the effect appear randomly would require scripting. Blame BIS for making every damn tank explode instead of just being disabled http://forums.bistudio.com/oldsmileys/tounge2.gif As I just said, I will script better stuff eventually.
Blame BIS for making game mechanics that are easy to understand to the casual gamer&#33; If they didn&#39;t explode, gamers would pump round after round into disabled vehicles until *something* happened.

As for the comment about not being able to please us. I think you have pleased all of us, Matt. I also think that pleasing us shouldn&#39;t be your top priority. I think your mod is tip top.

Maddmatt
Aug 23 2007, 15:04
Thanks MaddMatt for your work &#33;

The explosion are truly impressive, it&#39;s just that they happen 100% of the time, which is a hardcoded issue.

What do you think of this potential solution:
- setting all land vehicles class to destructtype &#39;building&#39;: no more explosions;
- adding an eventhandler &#39;killed&#39; to certain land vehicles classes (tank, car, etc..) that would call a RandomFireBall.sqs/sqf ;
- this script would then choose whether or not to launch the explosion animation.

I haven&#39;t looked yet at the method you employed to obtain those explosions. Are they config or script (particles, drop etc..) ?

Regarding the issues with SIX_Pack addons, it&#39;s my fault : some files were still in the &#92;dat directory (SIX_tracers.hpp, etc..) AND I didn&#39;t install correctly the extended init addon. Well, you know : RTFM &#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

Looking forward to your improvements &#33;

Malick
The only effect currently done with scripting is the tank muzzle flash. Everything else is config based.
I think the WGL mod had a system similar what you describe for vehicle destruction.
I will probably get rid of the config effect for the explosion and replace it with scripts so I have plenty of control over the effects. That would mean no huge fireball when a humvee with MG explodes for example.

As for actually setting vehicles not to explode at all by default, that could make things a bit weird in MP when not everyone uses the mod. At this stage, I want to keep this mod to visual effects only and not affect gameplay. Those explosions cause damage to nearby things and that effects gameplay. As for the look of the explosions - that&#39;s what I&#39;m changing here http://forums.bistudio.com/oldsmileys/smile_o.gif .


Blame BIS for making game mechanics that are easy to understand to the casual gamer&#33; If they didn&#39;t explode, gamers would pump round after round into disabled vehicles until *something* happened.

As for the comment about not being able to please us. I think you have pleased all of us, Matt. I also think that pleasing us shouldn&#39;t be your top priority. I think your mod is tip top.
If there were better effects for disabled tanks, then it would be more obvious that they were disabled. Also, tanks can actually be disabled by AT weapons from a hit in the tracks so I don&#39;t agree with the casual games argument. Besides, if this was aimed at casual games then it would be more like BF2 http://forums.bistudio.com/oldsmileys/tounge2.gif

Anyway I&#39;m not changing gameplay here so it doesn&#39;t matter.

Pleasing isn&#39;t my top priority. I&#39;m doing what I want, just taking other peoples opinions into consideration http://forums.bistudio.com/oldsmileys/smile_o.gif After all, I&#39;m not getting paid for this. If other people like it, that&#39;s just a bonus.

Kirq
Aug 23 2007, 15:21
I will try to make the effects more random.
Sounds great &#33;&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

=(+)=TheVoodoo
Aug 23 2007, 15:29
Things i love:

- new explosive ammo effect (Vulcan,KA-50 HE ammo).
- new tank muzzleflash.


Things I dont like:

- grenade explosion smokeanimation seems to be imo to slow.
- building collaps low dense of smoke
- explosion "blastwave" smokeeffekt doesnt look good when spectating it from above (heli)
- some weapons should not explode with a huge "fireball": Hellfire, FFAR, sabot

IronTiger
Aug 23 2007, 17:50
Awesome JOb MAdd im using it Always.

But that Tank explosion Blow me Away to http://forums.bistudio.com/oldsmileys/crazy_o.gif  http://forums.bistudio.com/oldsmileys/wink_o.gif

Your  http://forums.bistudio.com/oldsmileys/welcome.gif
With your Great Modification http://forums.bistudio.com/oldsmileys/tounge2.gif

.kju [PvPscene]
Aug 23 2007, 20:31
top notch Maddmatt http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]I think the WGL mod had a system similar what you describe for vehicle destruction.
correct.
problem with scripted effects is FPS - you have to keep this in
mind. it is a big trade-off&#33;
you might wanna consider making script effects optional (via user
settings and map settings (game logics)).
i recommend you to have the main focus on config based changes.

ArmA doesn&#39;t have an onImpactEH AFAIK, so for scripted effects
on impact (weapons) you&#39;ll have the keep performance in mind
very much.


a suggestion:
(at least in OFP) you can use "random 0" in the config as well&#33;
of course you will have to keep in mind here again MP sync issues&#33;
random is a very great tool to make effects look more natural
though.

keep up your excellent work mate


http://forums.bistudio.com/oldsmileys/thumbs-up.gif

mr.g-c
Aug 23 2007, 21:36
Hi, great addon&#33;&#33;&#33;
The only thing is, i dont have a new muzzle flash from the tanks?
Any idea why?

ArmaVidz
Aug 24 2007, 00:14
Quote[/b] ]It&#39;s impossible to make all you people happy http://forums.bistudio.com/oldsmileys/tounge2.gif


Yeah, it would be impossible to make everyone happy. No matter the caliber of the mod, someone always has a different opinion on how things should look/sound/feel.

While the new version is &#39;perfect&#39; to me, I understand that it is up to you, the mod maker to change and do this and that as you feel. I have to accept this because I cannot do this myself, yet.  http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]When I start the scripted stuff things will be different. I will try to make the effects more random.

Just out of curiousity, wouldn&#39;t &#39;scripting&#39; be slower than using the config? or do you mean, scripting the config? Sorry man, I&#39;m still a noob when it comes this stuff.

imo new version = kickass&#33;  http://forums.bistudio.com/oldsmileys/notworthy.gif  Thank you
ArmAVidz

Max Power
Aug 24 2007, 00:48
Blame BIS for making game mechanics that are easy to understand to the casual gamer&#33; If they didn&#39;t explode, gamers would pump round after round into disabled vehicles until *something* happened.

As for the comment about not being able to please us. I think you have pleased all of us, Matt. I also think that pleasing us shouldn&#39;t be your top priority. I think your mod is tip top.
If there were better effects for disabled tanks, then it would be more obvious that they were disabled. Also, tanks can actually be disabled by AT weapons from a hit in the tracks so I don&#39;t agree with the casual games argument. Besides, if this was aimed at casual games then it would be more like BF2 http://forums.bistudio.com/oldsmileys/tounge2.gif
That casual gamer comment you made doesn&#39;t make any sense, Matt. Surely you can appreciate that that is just the same as saying that if ArmA made more concessions to casual gaming, it would eventually become Dance Dance Revolution.

Disabling the tracks of a tank gives you a mobility kill.. what the crew do then is up to them, but the tank is not destroyed nor is it not a threat anymore. Rendering a crew compartment hit and spalling the interior with vaporous metal, killing those inside would render a completely disabled tank that has not changed in outward appearance.

Kirq
Aug 24 2007, 05:40
Hi, great addon&#33;&#33;&#33;
The only thing is, i dont have a new muzzle flash from the tanks?
Any idea why?
This addon colides somehow with 6thsense pack1 addon as far i concern. I dont have new tank muzleflash either.

mr.g-c
Aug 24 2007, 10:26
Hi, great addon&#33;&#33;&#33;
The only thing is, i dont have a new muzzle flash from the tanks?
Any idea why?
This addon colides somehow with 6thsense pack1 addon as far i concern. I dont have new tank muzleflash either.
Yes that can it be&#33;
Im also using the 6th sense pack1
Damn....

Regards, Christian

Jack-UK
Aug 24 2007, 12:06
This addon is sweeeeeeeeeeeeeeeeeeeet&#33;&#33;&#33;&#33;

http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/yay.gif

Keep it up MaddMatt http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Maddmatt
Aug 24 2007, 14:05
...
Things I dont like:

- grenade explosion smokeanimation seems to be imo to slow.
- building collaps low dense of smoke
- explosion "blastwave" smokeeffekt doesnt look good when spectating it from above (heli)
- some weapons should not explode with a huge "fireball": Hellfire, FFAR, sabot...
I&#39;ll look into the first 3 points, sometime.
As for the last one. Well it does take a while to create a unique effect for every single weapon http://forums.bistudio.com/oldsmileys/crazy_o.gif
I know some of those shouldn&#39;t have such a bright explosion, but some explosive weapons do. Hellfires definitely explode with a huge fireball, at least in the footage I have seen.


problem with scripted effects is FPS - you have to keep this in
mind. it is a big trade-off&#33;
you might wanna consider making script effects optional (via user
settings and map settings (game logics)).
i recommend you to have the main focus on config based changes.
What I can do in the config will be done in the config. When I do scripts, I&#39;ll do my best to make sure they don&#39;t kill FPS.



ArmA doesn&#39;t have an onImpactEH AFAIK, so for scripted effects
on impact (weapons) you&#39;ll have the keep performance in mind
very much.

Unlike OFP, ArmA lets you assign different effects to different weapons. Compare the explosions from missiles to handgrenades. They are completely different and not just the same effect adjusted to a different size depending on the weapon&#39;s damage (that&#39;s what OFP did). Effects in ArmA can also launch scripts, so if I needed to I can have scripts launched at impact points without having to use some tracking script for the projectile. Look at how DMarkwick did the handgrenade explosions in his mod for an example.
So I think I&#39;ll be able to create cool effects without killing FPS with demanding scripts. http://forums.bistudio.com/oldsmileys/smile_o.gif

I know about the random command. ArmA particles also have other settings in the config that can make things more random, settings that OFP didn&#39;t have.


Just out of curiousity, wouldn&#39;t &#39;scripting&#39; be slower than using the config? or do you mean, scripting the config? Sorry man, I&#39;m still a noob when it comes this stuff.
If scripts are done well then they wont necessarily be any slower than by using the config. The tank muzzle flash effect is a script and it doesn&#39;t have any performance issues. I will still stick to the config where I can. It&#39;s just that sometimes I need to get around those limits with scripts.


That casual gamer comment you made doesn&#39;t make any sense, Matt. Surely you can appreciate that that is just the same as saying that if ArmA made more concessions to casual gaming, it would eventually become Dance Dance Revolution.
Well that&#39;s just taking it further. I don&#39;t think tanks explode simply to make things less confusing for casual gamers. It&#39;s a lot of work to create a complex damage system.

Malick
Aug 24 2007, 14:10
a suggestion:
(at least in OFP) you can use "random 0" in the config as well&#33;
of course you will have to keep in mind here again MP sync issues&#33;
random is a very great tool to make effects look more natural
though.
You mean that we can use the random function in a config file ? That would be nice, but isn&#39;t it a script command ?

Malick

.kju [PvPscene]
Aug 24 2007, 15:49
well Phaeden did the magnificent effects back in WGL, at least it
seems to work:


OFP code:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgCloudlets
{
access=1;
// Basic explosion seen at the center of all things that go boom
class Explosion
{
access=3;
cloudletDuration=&#34;0.25+&#40;random 0.25&#41;&#34;;
cloudletAnimPeriod=0.5;
//cloudletSize=0.150 +&#40;random 0.15&#41;;
//cloudletSize=&#34;0.050 +&#40;random 0.15&#41;&#34;;
cloudletSize=&#34;2.0 +&#40;random 4&#41;&#34;;
cloudletAlpha=&#34;0.05+&#40;random 0.45000&#41;&#34;;
cloudletGrowUp=0.25;
cloudletFadeIn=0.0;
cloudletFadeOut=&#34;0.25+random 0.25&#34;;
cloudletAccY=0;
cloudletMinYSpeed=0;
cloudletMaxYSpeed=1;
cloudletShape=&#34;cl_fire&#34;;
cloudletColor&#91;&#93;={&#34;0.80+&#40;random 0.015&#41;&#34;,&#34;0.32+&#40;random 0.015&#41;&#34;,&#34;0.020+&#40;random 0.015&#41;&#34;,&#34;0&#34;};
interval=0.01;
size= &#34;0.75+&#40;random 1&#41;&#34;;
sourceSize= &#34;0.55+&#40;random 0.65&#41;&#34;;
timeToLive=0;
initT=2500;
deltaT=-4000;[/QUOTE]

respect Maddmatt - you guys are really very much into this&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

=(+)=TheVoodoo
Aug 25 2007, 21:03
I know some of those shouldn&#39;t have such a bright explosion, but some explosive weapons do. Hellfires definitely explode with a huge fireball, at least in the footage I have seen.
i guess in the footage the hellfire hit a target, and the targets ammo explodes.

i reduced the fireanim size effect of the standard explosions by my self, now it looks as i wish, so i&#39;m really happy with it.

your mod is one of my favorites, but i found one more bug...

if you shoot a grenade high against a building, the explosion will be on the right position, but the smokeanimation will be on the ground.

simba
Aug 25 2007, 21:15
this might interest you maddmatt
Boom (http://www.liveleak.com/view?i=dd0_1187902581)
don&#39;t know the details.

Apache-Cobra
Aug 25 2007, 21:35
Hellfires definitely explode with a huge fireball, at least in the footage I have seen.
Probably because in the footage you have seen, tanks were being destroyed. Tanks have an extreme amount of ammunition and quite a bit of fuel that make for an explosion that easily launches the turret up around 30-50 feet (fuel helps to make that fireball).

Max Power
Aug 26 2007, 00:25
Naw, dude, the hellfires make a huge fireball. And by huge, I mean about tank-sized.

http://www.youtube.com/watch?v=ntnE4zywe20

http://www.youtube.com/watch?v=RK4_rTR9Ghg

Apache-Cobra
Aug 26 2007, 01:43
Naw, dude, the hellfires make a huge fireball.  And by huge, I mean about tank-sized.

http://www.youtube.com/watch?v=ntnE4zywe20

http://www.youtube.com/watch?v=RK4_rTR9Ghg
Trust me, i know what im talking about.

1st vid has a large fireball because of the fuel of the tank igniting. Would be bigger if the tank were an actual enemy with ammunition.

Second explosion is about accurate about what a hellfire does when it strikes a hard surface.

Real explosions are nothing more than a very fast flash and lots of dust.

Only reason you see lengthy flames like that is because of gasoline mostly.

Max Power
Aug 26 2007, 02:14
Naw, dude, the hellfires make a huge fireball. And by huge, I mean about tank-sized.

http://www.youtube.com/watch?v=ntnE4zywe20

http://www.youtube.com/watch?v=RK4_rTR9Ghg
Trust me, i know what im talking about.

1st vid has a large fireball because of the fuel of the tank igniting. Would be bigger if the tank were an actual enemy with ammunition.

Second explosion is about accurate about what a hellfire does when it strikes a hard surface.

Real explosions are nothing more than a very fast flash and lots of dust.

Only reason you see lengthy flames like that is because of gasoline mostly.
http://www.youtube.com/watch?v=B2KKsskpHq0

And this is the gasoline tank of that steel wall exploding?

Apache-Cobra
Aug 26 2007, 04:20
Naw, dude, the hellfires make a huge fireball.  And by huge, I mean about tank-sized.

http://www.youtube.com/watch?v=ntnE4zywe20

http://www.youtube.com/watch?v=RK4_rTR9Ghg
Trust me, i know what im talking about.

1st vid has a large fireball because of the fuel of the tank igniting. Would be bigger if the tank were an actual enemy with ammunition.

Second explosion is about accurate about what a hellfire does when it strikes a hard surface.

Real explosions are nothing more than a very fast flash and lots of dust.

Only reason you see lengthy flames like that is because of gasoline mostly.
http://www.youtube.com/watch?v=B2KKsskpHq0

And this is the gasoline tank of that steel wall exploding?
Bad footage. Also, high speed camera slo mo is not a good thing either. In real time, those debris would basically instantly be on that camera.

EDIT: Real time footage http://www.youtube.com/watch?v=qrWq9z5DpyQ

It appears that the target was without fuel or ammunition to ignite a larger fireball.

Bad quality, but it still gives an idea on how hellfires genuinely explode.

Hollywood explosion= fireball
Real thing (without gasoline)= quick flash of fire followed by walls of smoke.

ProPilot
Aug 26 2007, 05:08
Naw, dude, the hellfires make a huge fireball.  And by huge, I mean about tank-sized.

http://www.youtube.com/watch?v=ntnE4zywe20

http://www.youtube.com/watch?v=RK4_rTR9Ghg
Trust me, i know what im talking about.

1st vid has a large fireball because of the fuel of the tank igniting. Would be bigger if the tank were an actual enemy with ammunition.

Second explosion is about accurate about what a hellfire does when it strikes a hard surface.

Real explosions are nothing more than a very fast flash and lots of dust.

Only reason you see lengthy flames like that is because of gasoline mostly.
http://www.youtube.com/watch?v=B2KKsskpHq0

And this is the gasoline tank of that steel wall exploding?
Bad footage. Also, high speed camera slo mo is not a good thing either. In real time, those debris would basically instantly be on that camera.

EDIT: Real time footage http://www.youtube.com/watch?v=qrWq9z5DpyQ

It appears that the target was without fuel or ammunition to ignite a larger fireball.

Bad quality, but it still gives an idea on how hellfires genuinely explode.

Hollywood explosion= fireball
Real thing (without gasoline)= quick flash of fire followed by walls of smoke.
Good find man, yeah, like AC said, you never see a big fireball, that wouldnt make sence at all anyways, unlike, like he said your firing at somthing with fuel in it.

Max Power
Aug 26 2007, 05:15
I see a huge fireball in that video. I think that you are thinking that I mean a slow moving one. I don&#39;t. The fact remains that there is a fireball and it is large, if instantaneous.

Apache-Cobra
Aug 26 2007, 05:22
I see a huge fireball in that video.  I think that you are thinking that I mean a slow moving one.  I don&#39;t.  The fact remains that there is a fireball and it is large, if instantaneous.
Well yes, i agree on that. I wouldnt call it a fireball though, so much as a flash. Virtually everything makes a flash like that, but only in hollywood will you see lasting flames in a cloud of... explosion? (Its 1:30 AM here).

A rule of thumb to remember is:
Black smoke during explosion= fuel/combustible/highly flammable substance.



Genuine explosions like we are talking about are fast flashes that look like fireballs in slo mo. In hollywood movies, like when the actor is jumping away from the explosion, they are real explosions, but its just a bit of explosives and lots of gasoline bottles.

This is also a tactic that insurgents use, they film gasoline bombs going off, in which you will notice lots of fire in explosion, and they rarely show aftermath. Morale is most of the war, which is why they do that and post the videos on sites.

Scrub
Aug 26 2007, 05:29
To be picky, the ordinance -detonates- that is, it all reacts at once creating a instant flash of flame that dissappears just as fast.  A fireball can be made from the heat of the blast burning something. The fuel would -explode- that is, to burn very rapidly.  Not trying to be a smart-ass, but understanding the difference between exploding and detonating will help the effects be consistant. Edit: sorry, forgot the most important part. A fast detonation causes more of the energy to be kinetic, whereas the slower explosion has much more sustained heat. Hope this helps in some way.

Love the work&#33;  Can&#39;t play without it now.

Max Power
Aug 26 2007, 05:35
I see a huge fireball in that video. I think that you are thinking that I mean a slow moving one. I don&#39;t. The fact remains that there is a fireball and it is large, if instantaneous.
Well yes, i agree on that. I wouldnt call it a fireball though, so much as a flash. Virtually everything makes a flash like that, but only in hollywood will you see lasting flames in a cloud of... explosion? (Its 1:30 AM here).

A rule of thumb to remember is:
Black smoke during explosion= fuel/combustible/highly flammable substance.



Genuine explosions like we are talking about are fast flashes that look like fireballs in slo mo. In hollywood movies, like when the actor is jumping away from the explosion, they are real explosions, but its just a bit of explosives and lots of gasoline bottles.

This is also a tactic that insurgents use, they film gasoline bombs going off, in which you will notice lots of fire in explosion, and they rarely show aftermath. Morale is most of the war, which is why they do that and post the videos on sites.
We&#39;re on the same page then, it was just a difference in terminology. I would call it a fireball, being a ball made out of fire... That is where I was coming from. It blew my mind quite a long time ago to discover they call the crown at the top of an atomic mushroom cloud a fireball, and the stem the vapour trail. I suppose it is.. it could only be described as that.

But I think that it would be quite a good thing to simulate effects like that by watching them in slow motion and then speeding them up, then you can watch all of the mechanics unfold before your eyes, emulate them, then just play with how long things take.... not that that high speed video I posted gives one much to work with&#33;


Quote[/b] ]
To be picky, the ordinance -detonates- that is, it all reacts at once creating a instant flash of flame that dissappears just as fast. A fireball can be made from the heat of the blast burning something. The fuel would -explode- that is, to burn very rapidly. Not trying to be a smart-ass, but understanding the difference between exploding and detonating will help the effects be consistant. Edit: sorry, forgot the most important part. A fast detonation causes more of the energy to be kinetic, whereas the slower explosion has much more sustained heat. Hope this helps in some way.

Love the work&#33; Can&#39;t play without it now.


To be perfectly accurate, detonation and deflagration are two general classes of combustion- the former being supersonic and the latter being subsonic.

Scrub
Aug 26 2007, 06:05
LOL, yes. That is the nomenclature, but if you told someone that the &#39;deflagration of the fuel created the sustained plume of flame&#39; Most would inevitably say, &#39;What the hell is deflagration?&#39; And you would answer... http://forums.bistudio.com/oldsmileys/tounge2.gif

Max Power
Aug 26 2007, 08:09
LOL, yes. That is the nomenclature, but if you told someone that the &#39;deflagration of the fuel created the sustained plume of flame&#39; Most would inevitably say, &#39;What the hell is deflagration?&#39; And you would answer... http://forums.bistudio.com/oldsmileys/tounge2.gif
I would answer that it more like a conventional burn, where the flame front travels at subsonic speed.

=(+)=TheVoodoo
Aug 26 2007, 08:42
When the hellfire detonates, it creates a blast flash (after it has penetrated the tanks wall) and blows some hot stuff (cant remember what exactly it is) into the tank to create a secondary chainreaction explosion by its ammunition.

If you would fire a hellfire missile into a metal box, there would not be much visible from blast...

http://www.liveleak.com/view?i=74787861a4

If you would spectate the scene (video above) from behind this metal wall (if it were bigger) you could not see very much about the fireflash created by missile...

Maddmatt
Aug 26 2007, 09:06
Missiles in my mod do have a flash. It&#39;s not accurate for every missile, since they all share the same explosion effect. Maybe I should speed up the flash though. I&#39;ve seen videos of the real thing, and tried to create something resembling that.


your mod is one of my favorites, but i found one more bug...

if you shoot a grenade high against a building, the explosion will be on the right position, but the smokeanimation will be on the ground.
That&#39;s an ArmA bug, which I&#39;ve half fixed. Without the mod you only see the explosion in the correct place. In my mod, some of the smoke appears there too. You can also see when shooting aircraft with anything explosive that some smoke appears in the air now.

Kirq
Aug 26 2007, 09:32
- some weapons should not explode with a huge "fireball": Hellfire, FFAR, sabot
Can&#39;t agree with that, check out these vids :

vid1 (http://youtube.com/watch?v=hNy0-d9jf5g), vid2 (http://youtube.com/watch?v=RHPVDRXKGfc), vid3 (http://youtube.com/watch?v=aU1ukWWOFqg)

Wolfrug
Aug 26 2007, 13:35
Holy crap O.o the sound from that second video is like, exactly the sound the M136 does in game. At least in the latest FDF soundmod.

Sweet. http://forums.bistudio.com/oldsmileys/tounge2.gif (also, your effects mod is excellent, I use it all the time)

Regards,
Wolfrug

NoRailgunner
Aug 26 2007, 14:45
The explosions are not that big as in movies. They&#39;re very fast - with high speed cameras you see more than with your own eyes http://forums.bistudio.com/oldsmileys/wink_o.gif

APFSDS make only little holes...
pics from destroyed T72 (http://www.angelfire.com/mi4/armania/armor/armour/t72/T72M1.html)

pic from disabled M1 (http://66.231.25.91/m1_iraqp/m1_broken_2/Dscf0096.jpg)

In RL you only see and hear the impact and then dust/smoke maybe some things catch fire but not that big and huge flames as in action-movies.

Scrub
Aug 26 2007, 16:23
LOL,  yes.  That is the nomenclature, but if you told someone that the &#39;deflagration of the fuel created the sustained plume of flame&#39;  Most would inevitably say, &#39;What the hell is deflagration?&#39;   And you would answer...   http://forums.bistudio.com/oldsmileys/tounge2.gif
I would answer that it more like a conventional burn, where the flame front travels at subsonic speed.
So you wouldn&#39;t simplify the statement to use the common word &#39;explosion&#39;?  Ok, personal preference.

Cheers

fromz
Aug 27 2007, 09:56
I have according to the configs and revised the textures of this MOD, I also add the revised Bullets Tracers and Improved Sound Effect, look at this:
http://forums.bistudio.com/oldsmileys/tounge2.gif
New explosion Effects (http://photo1.bababian.com/upload3/20070827/8023BB55C93B80515A6D03860431FBEF_500.jpg)
New hand grenade Effects (http://photo1.bababian.com/upload3/20070827/16BA849C7DAC55CD31AAC940ADFBFB37_500.jpg)
New Bullets Tracers (http://photo1.bababian.com/upload3/20070827/A1707061B1A908FAA293ECDCA672FCC8_500.jpg)
New Effects etc (http://photo1.bababian.com/upload3/20070827/83ECB66C24E3F1CC94E9A5D1650C35E6_500.jpg)


I think my revise, Use 2048x2048pix paa images, and the Sound Effects, called FFAMM, it&#39;s batter

funnyguy1
Aug 27 2007, 13:04
That&#39;s cool, but have you asked Matt first? http://forums.bistudio.com/oldsmileys/huh.gif

.kju [PvPscene]
Aug 27 2007, 14:40
screens don&#39;t work here.

funnyguy1, as long as he doesn&#39;t release it for public. no problem.
if he wants to, he will ask Maddmatt - right fromz http://forums.bistudio.com/oldsmileys/wink_o.gif

maybe Maddmatt likes the effort of fromz as well. so don&#39;t get
so negative http://forums.bistudio.com/oldsmileys/smile_o.gif

Maddmatt
Aug 27 2007, 14:42
I have according to the configs and revised the textures of this MOD, I also add the revised Bullets Tracers and Improved Sound Effect, look at this:
http://forums.bistudio.com/oldsmileys/tounge2.gif
<images>


I think my revise, Use 2048x2048pix paa images, and the Sound Effects, called FFAMM, it&#39;s batter
Is this a joke? The image links don&#39;t even work http://forums.bistudio.com/oldsmileys/huh.gif

I haven&#39;t been asked for permission. And there are a couple other people you should get permission from too if you plan to release this http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

Edit: Well if it&#39;s just for your own personal use, and not for release, then it doesn&#39;t matter.

Robalo
Aug 27 2007, 18:52
Can&#39;t agree with that, check out these vids :

vid1 (http://youtube.com/watch?v=hNy0-d9jf5g), vid2 (http://youtube.com/watch?v=RHPVDRXKGfc), vid3 (http://youtube.com/watch?v=aU1ukWWOFqg)
Second video does not show the Hellfire, but the Javelin.

Tigerhund
Aug 27 2007, 19:19
And the third video shows the Hellfire SDS (Shore Defence System), which is usually fired at ships, as it has a different warhead (delayed detonation fragmentation warhead) so it can penetrate a ship´s hull before detonating. It is currently used by the Swedish and Norwegian amphibious forces.

@<hidden>: Im referring to the SDS-version, not the AGM-version. The SDS-version is a Bofors modification of the AGM114 Hellfire and carries a different warhead.

The tank in the javelin-vid was most likely propped with gasoline to make a big fireball. An AT-missile commonly detonates on top of the tank where its shaped charge (the penetrator consists of molten copper) penetrates the armor and creates an increased pressure and heat inside the tank. This disables the crew and sometimes ignites the tank´s ammunition. This won´t make the tank blow up into a million pieces, but it will make fire spew out from under the turret and the turret might fly off.

mr.g-c
Aug 27 2007, 21:12
Sorry Tigerhunt, but thats Wrong.
The Helfire uses a Tandem Warhead (http://en.wikipedia.org/wiki/Tandem_charge), one part to penetrate, like you explained totaly correct, and the second part of the warhead which is fitted with very high explosives...
The Hellfire always makes a fireball because of its explosives onboard in the "second warhead"
The Warhead of the Hellfire is "Warhead: 9 kg (20 lb) tandem shaped charge HEAT"
Link to explaining HEAT:
Heat (http://en.wikipedia.org/wiki/High_explosive_anti-tank_warhead)

Here a movi-Still from a highspeed camera on a hellfire-test hitting a old m60 Tank:
http://upload.wikimedia.org/wikipedia/commons/4/47/Hellfire_Tank-explosion.jpg

Regards, Christian

Max Power
Aug 28 2007, 00:11
The Naval version of the Hellfire II (the N version) has a Metal Augmented Charge. I&#39;m not sure what that is but I don&#39;t think it&#39;s the same as a Shaped Charge or HEAT warhead.

The Hellfire II M has a high explosive/fragmentation warhead for soft targets, vehicles, and urban targets.

The Hellfire II K has a tandem shaped charge warhead. Both warheads are HEAT warheads designed to defeat cage armour and explosive reactive armour.

We&#39;re probably seeing videos of each and scratching our heads at the disparity between videos. Clearly labelled videos of each are available at lockheed martin: http://www.lockheedmartin.com/wms....i=false (http://www.lockheedmartin.com/wms/findPage.do?prfr=false&dsp=fec&ci=11296&sc=400&jsi=false)

Edit: The Metal Augmented Charge is a thermobaric type warhead.

fromz
Aug 28 2007, 02:14
In my country of the local link is available, perhaps the networks problem, now I replaced several links, take a look :

Maddmatt, I try to use MSN contact you, but maybe two of our time zone is much difference,  I&#39;m in Beijing, China, my country not issued ArmA Sales


Agents company, I was the mail order from Hong Kong. I have not released them, only under self-test.FFAMM = Fromz Feeling Arma Melioration Mod,
The Version 1.2 in progress, Included the Effects, and i am very admire Maddmatt&#39;s Effects, but i think it can be more better, So I Tryed.

Maddmatt, If I going to release the mod, which included your cpp config files and revised paa files, I am sure I will ask for your permission, http://forums.bistudio.com/oldsmileys/smile_o.gif,If you don&#39;t permit, i will never revise the mod included the Maddmatt&#39;s MOD files.My English is not very well, So hope you can understand.

Please check new effects&#39; links.:)
http://cn4a115.chinaw3.com/en/fromz/500.jpg
http://cn4a115.chinaw3.com/en/fromz/500a.jpg

New explosion Effects (http://cn4a115.chinaw3.com/en/fromz/001exp.jpg)
New hand grenade Effects (http://cn4a115.chinaw3.com/en/fromz/002hge.jpg)
New Bullets Tracers (http://cn4a115.chinaw3.com/en/fromz/003tra.jpg)New Effects etc (http://cn4a115.chinaw3.com/en/fromz/004arp.jpg)
New Effects etc 1024pix 1 (http://cn4a115.chinaw3.com/en/fromz/10240exp.jpg)
New Effects etc 1024pix 2 (http://cn4a115.chinaw3.com/en/fromz/10241exp.jpg)
New Effects etc 1024pix 3 (http://cn4a115.chinaw3.com/en/fromz/10242exp.jpg)
New Effects etc 1024pix 4 (http://cn4a115.chinaw3.com/en/fromz/10243arp.jpg)
New Effects etc 1024pix 5 (http://cn4a115.chinaw3.com/en/fromz/10244arp.jpg)
New Effects etc 1024pix 6 (http://cn4a115.chinaw3.com/en/fromz/10245tra.jpg)

ERC-Blackwater
Aug 28 2007, 02:34
Dayum. I&#39;d love to get my hands on those effects.

Maddmatt
Aug 28 2007, 16:21
...
Hey fromz. I have no proper internet access until Saturday. I&#39;ll have a look at your work then. Maybe we can work something out http://forums.bistudio.com/oldsmileys/smile_o.gif

stun
Aug 28 2007, 19:15
Great mod&#33; I have been using it for a while now, but i have noticed that on my system since Version 0.3Alpha there seems to be a conflict the with 6th sense tracer mod (6thSense1 v0.2.) specifically it appears to prevent the tracer from working on the M240. All the other weapons with tracers are working fine. I have removed all my other mods and the problem persists, so It does appear to be arma effects that is conflicting. When i remove arma effects the tracer for the M240 starts working again. I have put the mod pbo and the extended event handler in the same addons folder so I don&#39;t think it is an installation issue.

Has anyone else had this problem?

HGuderian
Aug 28 2007, 19:30
yes...it&#39;s cause of the Extended event handler file. Install mod without it

stun
Aug 28 2007, 19:36
cheers

I had just tested it without the event handler before I saw your response and as you say the tracer was back. I&#39;m guessing that similar issues with the event handler have already been discussed.

fromz
Aug 29 2007, 02:03
...
Hey fromz. I have no proper internet access until Saturday. I&#39;ll have a look at your work then. Maybe we can work something out http://forums.bistudio.com/oldsmileys/smile_o.gif
OK, It&#39;s Great&#33; Thank you very much to pay close attention to my revise, and I will have the honor of work something out with you http://forums.bistudio.com/oldsmileys/smile_o.gif

BTW, I am a professional 3D artist work for architecture, park, and 3d animations, If you have something i can do, Tell me to http://forums.bistudio.com/oldsmileys/smile_o.gif

Sickboy
Sep 5 2007, 14:18
OK, It&#39;s Great&#33; Thank you very much to pay close attention to my revise, and I will have the honor of work something out with you http://forums.bistudio.com/oldsmileys/smile_o.gif

BTW, I am a professional 3D artist work for architecture, park, and 3d animations, If you have something i can do, Tell me to http://forums.bistudio.com/oldsmileys/smile_o.gif
Heya Fromz,

Are those my Tracers?

If they are, you did a nice job perfecting them&#33; I would not mind getting my hands on them and so improving the tracer package aswell as giving you permission to use+release them under license, with crediting and original readme inclusion etc http://forums.bistudio.com/oldsmileys/smile_o.gif

JoshuaC
Sep 5 2007, 21:57
Hey excellent mod I love all the effects you&#39;ve added.

I&#39;m having one small problem with it though. Whenever I make a quick mission with a group of soldiers when I preview it and play it I get this spam of blue text that looks like errors for a good 15 seconds then it goes away.

Do you have any idea what could be causing this?

The mods I have installed at the moment are the FDF sound mod, DM smoke effects and Yomies mod.

fromz
Sep 6 2007, 02:21
OK, It&#39;s Great&#33; Thank you very much to pay close attention to my revise, and I will have the honor of work something out with you http://forums.bistudio.com/oldsmileys/smile_o.gif

BTW, I am a professional 3D artist work for architecture, park, and 3d animations, If you have something i can do, Tell me to http://forums.bistudio.com/oldsmileys/smile_o.gif
Heya Fromz,

Are those my Tracers?

If they are, you did a nice job perfecting them&#33; I would not mind getting my hands on them and so improving the tracer package aswell as giving you permission to use+release them under license, with crediting and original readme inclusion etc http://forums.bistudio.com/oldsmileys/smile_o.gif
Oh, I am so sorry to forget the tracers, Yes&#33; I use “SIX_Tracers”&#39;s scrips from the great 6thSense MOD,
Thx you Suggested that, My English is not very good, so I must read your "readme" files carefully once more.Sorry for haven&#39;t Inform you and other authors.

I just have the third-rate script skill,SO, haha, Just revise them. http://forums.bistudio.com/oldsmileys/tounge2.gif

LoFFeN
Sep 15 2007, 12:17
So do you have any updates for us, Matt? http://forums.bistudio.com/oldsmileys/tounge2.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Anyway what I really wanna see in a later version are new explosions "detonations when rocket explodes" for the AT-4/RPG-7. http://forums.bistudio.com/oldsmileys/wink_o.gif

Maddmatt
Sep 15 2007, 12:49
So do you have any updates for us, Matt? http://forums.bistudio.com/oldsmileys/tounge2.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Anyway what I really wanna see in a later version are new explosions "detonations when rocket explodes" for the AT-4/RPG-7. http://forums.bistudio.com/oldsmileys/wink_o.gif
Not yet. I&#39;ve been very busy lately with other stuff. I&#39;ll be working on the mod again soon.

-Puma-
Sep 15 2007, 13:41
now those tracers are the shitt, I would be very happy seeing those in arma effects.

BTW nice job maddmatt, this is my favorite addon along with the CSM mod http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif

Chammy
Sep 17 2007, 09:37
Holy crap O.o the sound from that second video is like, exactly the sound the M136 does in game. At least in the latest FDF soundmod.

Sweet. http://forums.bistudio.com/oldsmileys/tounge2.gif (also, your effects mod is excellent, I use it all the time)

Regards,
Wolfrug
Actually the wrong sound for the M136, its more the Javelin. They might have it switched accidently

Chammy
Sep 17 2007, 09:42
I have according to the configs and revised the textures of this MOD, I also add the revised Bullets Tracers and Improved Sound Effect, look at this:
http://forums.bistudio.com/oldsmileys/tounge2.gif
New explosion Effects (http://photo1.bababian.com/upload3/20070827/8023BB55C93B80515A6D03860431FBEF_500.jpg)
New hand grenade Effects (http://photo1.bababian.com/upload3/20070827/16BA849C7DAC55CD31AAC940ADFBFB37_500.jpg)
New Bullets Tracers (http://photo1.bababian.com/upload3/20070827/A1707061B1A908FAA293ECDCA672FCC8_500.jpg)
New Effects etc (http://photo1.bababian.com/upload3/20070827/83ECB66C24E3F1CC94E9A5D1650C35E6_500.jpg)


I think my revise, Use 2048x2048pix paa images, and the Sound Effects, called FFAMM, it&#39;s batter
The grenade effects in those pics seem too big.

And the explosions effects, if they go up much quicker than the games stock explosions then it would be one hell of a plus, BUT, on the other hand if they still go up like water fountains speed then , you might want to adjust that.

Mr Opteron
Sep 17 2007, 10:20
Anyone know how to get the FDF sound mod to work with it that mod has it&#39;s own shortcut to work too.

It&#39;s Ok got it working with FDF sound mod. Just put the effects file in the FDF Sound addon mod folder and use the FDF sound mod shortcut as usual.

ArmA looks a dangerous place now cheers&#33;&#33;&#33;

DMarkwick
Sep 17 2007, 13:31
Anyone know how to get the FDF sound mod to work with it that mod has it&#39;s own shortcut to work too.

It&#39;s Ok got it working with FDF sound mod. Just put the effects file in the FDF Sound addon mod folder and use the FDF sound mod shortcut as usual.

ArmA looks a dangerous place now cheers&#33;&#33;&#33;
You could have added the two mods together via the shortcut, like this:

-mod=@<hidden>;@<hidden>

Jarvis
Sep 17 2007, 22:53
Hey Maddmatt, I tried getting into effect editing for Arma but my other mod and culinary school ate up my time http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif but anyways, I was able to tinker around with one of my pet peves, the dreded vanilla arma fire http://forums.bistudio.com/oldsmileys/rofl.gif .  This is what I had when I stopped, and I&#39;d like to see it in use if you&#39;d like to check it out.

It&#39;s definately an improvement over Arma&#39;s fire, I&#39;ve studied fire before and it behaves more like fire would.  The only thing is that you may have to modify it or the smoke and the time to live on it was increased more than the smoke so I could see how it looked better(w/out smoke in way).

http://i2.photobucket.com/albums/y28/mutinyman/jasons_fire.jpg
http://i2.photobucket.com/albums/y28/mutinyman/jasons_fire2.jpg
http://i2.photobucket.com/albums/y28/mutinyman/jasons_fire3.jpg
OLD - left NEW - right
http://i2.photobucket.com/albums/y28/mutinyman/untitled.jpg


Quote[/b] ]class ObjectDestructionFire: Default
{
 interval[] = {"fireInterval",0.02,0.02};
 circleRadius = 0;
 circleVelocity[] = {0,0,0};
 particleFSNtieth = 8;
 particleFSIndex = 2;
 particleFSFrameCount = 6;
 particleFSLoop = 0;
 angleVar = 60;
 particleShape = "&#92;Ca&#92;Data&#92;ParticleEffects&#92;FireAndSmokeAnim&#92;SmokeAnim.p3d";
 animationName = "";
 particleType = "Billboard";
 timerPeriod = 2;
 lifeTime[] = {0,0.7};
 moveVelocity[] = {0,6,0};
 rotationVelocity = 1;
 weight = 0.05;
 volume = 0.04;
 rubbing = 0.05;
 size[] = {
  { "intensity",0.5,1.5 }};
 color[] = {
  { 1,1,1,0 },
  { 1,1,1,1 },
  { 1,1,1,1 },
  { 1,1,1,1 },
  { 1,1,1,1 },
  { 1,1,1,0 }};
 animationSpeed[] = {0.9};
 randomDirectionPeriod = 0;
 randomDirectionIntensity = 0;
 onTimerScript = "";
 beforeDestroyScript = "";
 lifeTimeVar = 1;
 positionVar[] = {"0.2 + 0.4 * intensity",0.3,"0.2 + 0.4 * intensity"};
 moveVelocityVar[] = {0.1,1.2,0.1};
 rotationVelocityVar = 2;
 sizeVar = 0.5;
 colorVar[] = {0.1,0.1,0.1,0};
 randomDirectionPeriodVar = 0;
 randomDirectionIntensityVar = 0;
};
class ObjectDestructionFire2: Default
{
 interval[] = {"fireInterval",0.02,0.02};
 circleRadius = 0;
 circleVelocity[] = {0,0,0};
 particleFSNtieth = 8;
 particleFSIndex = 6;
 particleFSFrameCount = 8;
 particleFSLoop = 0;
 angleVar = 60;
 particleShape = "&#92;Ca&#92;Data&#92;ParticleEffects&#92;FireAndSmokeAnim&#92;SmokeAnim.p3d";
 animationName = "";
 particleType = "Billboard";
 timerPeriod = 3;
 lifeTime[] = {0,0.7};
 moveVelocity[] = {0,4,0};
 rotationVelocity = 1;
 weight = 0.05;
 volume = 0.04;
 rubbing = 0.05;
 size[] = {
  { "intensity",1,1.25 }};
 color[] = {
  { 1,1,1,0 },
  { 1,1,1,1 },
  { 1,1,1,1 },
  { 1,1,1,1 },
  { 1,1,1,1 },
  { 1,1,1,0 }};
 animationSpeed[] = {1};
 randomDirectionPeriod = 0;
 randomDirectionIntensity = 0;
 onTimerScript = "";
 beforeDestroyScript = "";
 lifeTimeVar = 1;
 positionVar[] = {"0.8 + 1.25 * intensity",0.3,"0.8 + 1.25 * intensity"};
 moveVelocityVar[] = {0.1,1.2,0.1};
 rotationVelocityVar = 0;
 sizeVar = 0.5;
 colorVar[] = {0.1,0.1,0.1,0};
 randomDirectionPeriodVar = 0;
 randomDirectionIntensityVar = 0;
};

I also modified the firesmoke_ca.paa kinda cheaply to try to get the fire more yellow.

Feel free to check it out, make revisions.  I know you started doing seperate files for effects right?  I think that was you, if it is true then the fire changes won&#39;t affect other effects using those 2 fire effects.

colossus
Sep 18 2007, 00:22
Looks nice, got a video of that? http://forums.bistudio.com/oldsmileys/smile_o.gif

.kju [PvPscene]
Sep 18 2007, 08:34
good stuff Jarvis http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Maddmatt
Sep 18 2007, 08:51
...
Looks interesting. I&#39;ll play around with it later http://forums.bistudio.com/oldsmileys/smile_o.gif

joe556
Sep 18 2007, 11:06
In your videos, what sound mod do you use?

Maddmatt
Sep 18 2007, 11:43
In your videos, what sound mod do you use?
I didn&#39;t make the videos myself. I think Chammy&#39;s sound mod is used in the videos made by ArmaVids. The others might use the FDF sound mod.

@<hidden>Fromz: You still around? I haven&#39;t had a chance to try the particles you made.

Malick
Sep 18 2007, 17:09
Jarvis, this fire effect looks nice. A video would do it justice, in my opinion http://forums.bistudio.com/oldsmileys/wink_o.gif

This game is getting better each day http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Malick

-Duke-
Sep 19 2007, 00:54
Jarvis, this fire effect looks nice. A video would do it justice, in my opinion http://forums.bistudio.com/oldsmileys/wink_o.gif

This game is getting better each day http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Malick
I fully agree.

I just hope BIS is keeping a close eye on the community and taking notes on what they should try to incorporate into ArmAII.

DMarkwick
Sep 19 2007, 01:22
I considered long & hard on the ethics of posting my video in MaddMatt&#39;s thread, but seeing as people want to see the fire, here it is.
Youtube (http://www.youtube.com/watch?v=zizI0pqn05c)

Note that I use my addon to show this, albeit with MaddMatt&#39;s fuel fire explosion effect http://forums.bistudio.com/oldsmileys/smile_o.gif
I tried to get a close, medium and distant shot in.

-Duke-
Sep 19 2007, 02:32
As much as I like the new fire effect, it looks odd to me with large plumes of smoke. Smoke is more prominent when flames die down so a blazing inferno should have less smoke than just a few smouldering flames.

I think it would be cool if the smoke was much lighter and far less dense while the flames are high. Once the flames start to die down a bit, the smoke should gradually increase until it&#39;s the huge, thick, clouds you see in your sample video.

Of course I&#39;m basing this off campfires as I&#39;ve never seen a tank burn IRL.

Jarvis
Sep 19 2007, 04:33
I think the wind on the map should be increased. Maybe the smoke should spawn above the fire a little too, but I enjoy the effects made by the both of you, they bring new light to Arma http://forums.bistudio.com/oldsmileys/notworthy.gif .

Speaking of wind, BF2 doesn&#39;t have wind, but I&#39;m currently looking into making a wind generator as there is a material that affects particle sprites and grass and shit like when you&#39;re in a chopper - anyways kinda off topic but I also plan to do a water splash effect or two if time permits, still finishing my NebelKerze-39 smoke grenade and effect for early war Tigers http://forums.bistudio.com/oldsmileys/nener.gif , hopefully smoke will all blow in the same direction soon.

Maddmatt
Sep 20 2007, 10:10
I&#39;m thinking of signing this mod, now that DSUtils (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=61;t=68415;st=0;&#entry1154375) is out. Any comments? Will any server owners allow my signature?

Anyone see anything that could be used as a cheat?

DaSquade
Sep 20 2007, 10:36
Quote[/b] ]Anyone see anything that could be used as a cheat?
Would more likely say the oposite. I mean, atm when i use this in MP, when a tank explodes i need to wait engaging the close perimitor of the tank as the smoke blocks my view. Some when buildings are beeing destroyed. But you don&#39;t hear me complain, realisme for the win.
The only &#39;cheat&#39; in effects might be the fact the smoke plumes can be seen from a huge distance (higher then the stock smoke plumes afaik)...but that isn&#39;t a direct cheat imho.
->You get my vote.

Sickboy
Sep 20 2007, 10:40
As Server Admins must pick the keys they want to allow on their servers anyway... I think they also can create a requireAddons section that actually requires the ArmAEffects for everyone on the server etc?

Cross
Sep 20 2007, 11:01
KH will definitely host your signature..

without the private key i dont think it is possible for anyone to create your signature for the .pbo.

The good thing is servers are responsible for keeping the most updated signatures..

If sth bad happens you can create a new private signature, resign and put most updated info to you thread and servers update themselves.


PS..required addons approach is only needed is server missions include these items forex addon choppers, weapons etc..

Maddmatt
Sep 20 2007, 11:09
As Server Admins must pick the keys they want to allow on their servers anyway... I think they also can create a requireAddons section that actually requires the ArmAEffects for everyone on the server etc?
I don&#39;t know much about ArmA servers. I guess the addon should still have a signiture to make sure a modified version isn&#39;t being used.




Quote[/b] ]Anyone see anything that could be used as a cheat?

Would more likely say the oposite. I mean, atm when i use this in MP, when a tank explodes i need to wait engaging the close perimitor of the tank as the smoke blocks my view. Some when buildings are beeing destroyed. But you don&#39;t hear me complain, realisme for the win.
The only &#39;cheat&#39; in effects might be the fact the smoke plumes can be seen from a huge distance (higher then the stock smoke plumes afaik)...but that isn&#39;t a direct cheat imho.
->You get my vote.

Yea. Since that doesn&#39;t give people an advantage I think it&#39;s fine.

But I have reduced the smoke trail behind manually guided missiles such as the TOW. This might make them easier to use. I know I never mentioned this before. Anybody have a problem with this? The smoke is still there, it just doesn&#39;t obstruct the view as much. I may remove this change in a signed version if people don&#39;t like it for MP. I don&#39;t think it&#39;s a big deal though. If nobody complains, I will leave it as-is.


KH will definitely host your signature..

without the private key i dont think it is possible for anyone to create your signature for the .pbo.

The good thing is servers are responsible for keeping the most updated signatures..

If sth bad happens you can create a new private signature, resign and put most updated info to you thread and servers update themselves.


PS..required addons approach is only needed is server missions include these items forex addon choppers, weapons etc..

Good to hear http://forums.bistudio.com/oldsmileys/smile_o.gif

DMarkwick
Sep 20 2007, 11:51
As Server Admins must pick the keys they want to allow on their servers anyway... I think they also can create a requireAddons section that actually requires the ArmAEffects for everyone on the server etc?
Hmm, this is of interest to me, as large smoke effects are the opposite of a cheat http://forums.bistudio.com/oldsmileys/smile_o.gif they hinder the player&#39;s view.

Sickboy
Sep 20 2007, 12:37
PS..required addons approach is only needed is server missions include these items forex addon choppers, weapons etc..
As the subject was &#39;unfair situations created by some players NOT having certain addons (e.g. smoke) vs some players DO having them&#39;, server admins might want to force the use of certain addons, this was my point FOR actually signing all addons, as it&#39;s in the hands of the server admins to decide what&#39;s fair and unfair and how they want it on their servers http://forums.bistudio.com/oldsmileys/smile_o.gif

.kju [PvPscene]
Sep 20 2007, 12:49
The signature system is meant actually quite different (as far
as my understanding goes of course).

Every addon which can be used in MP should have a public
signature from the original author.

The signature should be bundled to the addon (in the download /
zipped file) itself or only be available on trusted sites (gathering
CRC sums for signatures would be a good idea IMHO to verify
the authenticity of the signature file. Maybe OFPEC would be a
good place for gathering those).

Now with the signature file every server admin can dedice
whether he wants to explizitly allow the addon/every file signed
with the given key on his server (by putting the key on his
server) or not (by not doing it).

Via server side scripting one should be able to do additional
logic on unsigned data, like "if addon name == xyz, no action,
else kick user" etc.
(onUnsignedData - params: user id, file name)

---

So from my understanding a few thoughts:

1) If an addon maker signs his xxx different addons with the
same key, they can be allowed and disallowed only as a whole.
So it seems better to have one key pair for every addon.

2) Once you update an addon, you could just use the original
private key to sign it again. However this sounds like a bad idea
to me. If you sign the addon with a new key, a server admin
could disallow (= not allow // not having the key file on the
server) outdated versions of an addon and allow only the latest
version of the addon.

3) Based on the patching topic a nice addition to the system
would be a disallowKey folder on the server, where an admin
could move the outdated keys of outdated addons.
By this one could handle any addon specificly. Otherwise for now
the system works on not putting the key file on the server and
disallow every unsigned addon or use server side scripting for
that (if its possible at all). So this idea would help to manage
outdated and unwanted _signed_ addons very much&#33;

reference:
http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting
http://community.bistudio.com/wiki/ArmA:_Addon_Signatures

PS: We haven&#39;t done testing on this yet. So this is just
assumtion on my side based on the info available.
No guarantee on my statements though&#33;
Sorry for any unlogical or bad thinking on my side.

PSS: Certain aspects of best cheat protection and handling is
still to be developed.

DMarkwick
Sep 20 2007, 13:16
Once you update an addon, you could just use the original
private key to sign it again. However this sounds like a bad idea
to me. If you sign the addon with a new key, a server admin
could disallow (= not allow // not having the key file on the
server) outdated versions of an addon and allow only the latest
version of the addon.
This sounds like a good idea and a bad idea to me http://forums.bistudio.com/oldsmileys/smile_o.gif

I can see how updates to some addons can vary quite a lot between versions, even causing quite dramatic differences in what each players see.

However I don&#39;t think we need a situation where rapidly developing addons constantly need to generate new keys for each new version.

I wish there were a system of key + version number perhaps. I think we need a separate thread for this topic http://forums.bistudio.com/oldsmileys/smile_o.gif

*edit*
Signature thread (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=68437;r=1;&#top)

Cross
Sep 20 2007, 14:05
key-version combination as actually means creating multiple signatures.

create a sig as matt-effectsv1.bikey
then matt-effectv2.bikey

and servers take the first one out and use the second one or keep both if they are happy.
But this would be sig-whoring as Q said..

another pro to this is a server may not want to use some other addons from Matt.

So the best thing i guess would be to create multiple signatures like..
matt.bikey (universal)
matt-effectsv1.bikey
matt-effectsv2.bikey (latest)

matt signes all his addons with matt.bikey
matt signs relevant addon with relevant bikey.

So..matt issues 2 signatures (for his effects addon) signed by 1)matt.bikey and 2) matt-effectv2.bikey

and any server who is wlling to accept anything that might come from matt would put the "matt.bikey" (bc matt would sign all his addons with this)
or just puts the "matt-effectsv2.bikey" if wants to limit to the effects only..

Maddmatt
Sep 20 2007, 14:18
...
I think any mods that affect gameplay or gives players an advantage should be given a seperate key to ones that don&#39;t. If I make an addon that makes such changes, I will give it a seperate key to this mod. Right now I am trying to avoid messing with gameplay. One key should be enough for now.

Still, your idea could be useful for some mod makers. The ones that make a variety of small mods.

-Puma-
Sep 21 2007, 06:13
shit if ur gonna use signatures, its time to give our server admin a hint to include it in our server config. a database would be good too to check and dl singatures, without the need to browse all these threads

Prydain
Sep 21 2007, 18:32
Hi Madmatt, I am not sure how to use this with Chammys sound mod at the same time. Do I just place the ArmA:Effects files in the same folder as CSM?

rowdied
Sep 21 2007, 19:01
Yes , that&#39;s what I did and it works fine.

Cross
Sep 28 2007, 08:27
Hi Madmatt, I am not sure how to use this with Chammys sound mod at the same time. Do I just place the ArmA:Effects files in the same folder as CSM?
This is not exactly related to Madmatt&#39;s addon.
Pls search the BI-wiki and troubleshooting for
-modfolder method
-arma&#92;addons folder method
for using multiple addons at the same time..

AimPoint
Sep 28 2007, 16:11
Hi Matt

Would be possible have better smoke granade effect? the dafault one is really bad,it&#39;s the same as OFP. http://forums.bistudio.com/oldsmileys/confused_o.gif

love your work keep it up http://forums.bistudio.com/oldsmileys/smile_o.gif

Maddmatt
Sep 28 2007, 16:25
Hi Matt

Would be possible have better smoke granade effect? the dafault one is really bad,it&#39;s the same as OFP. http://forums.bistudio.com/oldsmileys/confused_o.gif

love your work keep it up http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks. I haven&#39;t bothered with smoke grenades yet, they don&#39;t even block AI sight anyway http://forums.bistudio.com/oldsmileys/confused_o.gif
Maybe I&#39;ll do something with the smoke. The AI is still gonna see you right through it though.

Makake
Sep 28 2007, 17:41
Hi, your FX mod is just awesome. It works now fully with 6th Sense tracers (tank muzzle flash now working). I tried to use yours with DM Smoke FX, but I don&#39;t like the smoke it uses (looks like painted in water colors, no soft transitions), so I prefer your mod alone. One question though: do you intend on putting some ground plume FX into your mod (as in DM Smoke FX&#39;s mod)? I like to see those brown rocks fly into the air when you hit the ground with a shell.

Maddmatt
Sep 28 2007, 18:36
One question though: do you intend on putting some ground plume FX into your mod (as in DM Smoke FX&#39;s mod)? I like to see those brown rocks fly into the air when you hit the ground with a shell.
I might do that. I&#39;ve started to work slowly on the next version. Haven&#39;t got much done yet. Mostly just ideas right now. Still need to make some scripted effects.

Maddmatt
Sep 29 2007, 17:27
I&#39;ve been working on the next update. Got a few new things in, such as what I posted in the photography thread:

Harriers shot down by shilkas over Rahmadi:
http://i179.photobucket.com/albums/w305/Maddmatth/HarriersDown.jpg

It&#39;s a new effect for aircraft that are destroyed in the air. Before they would just look burned out and fall without any effects. Now, you get what you see in the screenshot http://forums.bistudio.com/oldsmileys/smile_o.gif

I&#39;ll upload the new version when I&#39;ve finished it, hopefully within the next few days.

Apache-Cobra
Sep 29 2007, 17:51
I&#39;ve been working on the next update. Got a few new things in, such as what I posted in the photography thread:

Harriers shot down by shilkas over Rahmadi:
http://i179.photobucket.com/albums....mg] (http://i179.photobucket.com/albums/w305/Maddmatth/HarriersDown.jpg[/img])

It&#39;s a new effect for aircraft that are destroyed in the air. Before they would just look burned out and fall without any effects. Now, you get what you see in the screenshot http://forums.bistudio.com/oldsmileys/smile_o.gif

I&#39;ll upload the new version when I&#39;ve finished it, hopefully within the next few days.
Looks great. Have you touched standard vehicle fire effects yet? *prays* http://forums.bistudio.com/oldsmileys/tounge2.gif

Spy17
Sep 29 2007, 18:05
The shot down plane looks great&#33;
Can you make it so that the plane disappears with a big explosion when hitting the ground?

It looks so unrealistic to have these plane wrecks bouncing over the ground.

Apache-Cobra
Sep 29 2007, 18:06
The shot down plane looks great&#33;
Can you make it so that the plane disappears with a big explosion when hitting the ground?

It looks so unrealistic to have these plane wrecks bouncing over the ground.
That would be pretty cool, but sounds kind of difficult to do.

Maddmatt
Sep 29 2007, 18:10
Looks great. Have you touched standard vehicle fire effects yet? *prays* http://forums.bistudio.com/oldsmileys/tounge2.gif
Maybe http://forums.bistudio.com/oldsmileys/tounge2.gif


Quote[/b] ]The shot down plane looks great&#33;
Can you make it so that the plane disappears with a big explosion when hitting the ground?

It looks so unrealistic to have these plane wrecks bouncing over the ground.
Deleting units affects gameplay, I want to keep this mod visual only. Would look odd if the plane completely disappeared. Would be better to do a new wreck object to replace it with, but that would make this incompatible in MP. Best left to a bigger mod like WGL where all players + server would be required to have it.

Sickboy
Sep 29 2007, 18:12
Wow ... Matt, excellent job once again, can&#39;t wait to see this in action&#33;

Spy17
Sep 29 2007, 18:26
Quote[/b] ]Would look odd if the plane completely disappeared

Here an example what you find after a F16 crash:

)F16 crashsite (http://www.f-16.net/gallery_item94620.html)


There is not a lot left...
But I understand your decision to keep up MP compatibility.
Hope BIS can do it in a patch.
(they should include some of your effects also  http://forums.bistudio.com/oldsmileys/wink_o.gif

ArmaVidz
Sep 29 2007, 18:53
That&#39;s insanely awesome dude, great work&#33;

Apache-Cobra
Sep 29 2007, 20:34
Would look odd if the plane completely disappeared.
When a plane crashes, all that is left is a few parts scattered around, a crater/mound of dirt, and sometimes some fire.