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Cole
Aug 27 2009, 15:47
http://img372.imageshack.us/img372/874/bannerv.jpg
VaporTrails 1.0



1.0 Download (FileFront) (http://www.filefront.com/14414069/VaporTrails%201.0.7z)
1.0 Download (ArmaHolic) (http://www.armaholic.com/page.php?id=7102)
1.0 Download (Armed Assault Info) (http://www.armedassault.info/index.php?game=1&cat=addons&id=1045)
1.0 Download (ArmA2Base) (http://arma2base.de/include.php?path=download&contentid=695)
Separate Server key download (http://www.filefront.com/14414081/Cole.bikey)


=========
DESCRIPTION:
=========

This AddOn enables the vapor trails script for aircraft, which is in your game by default, just not activated.
Yes, it can be done via ingame scripting too, but this AddOn is made for those who don't know how to enable it ingame,
are too lazy or want to have the vapor trails in a mission without actually editing the mission files.

Please note that 1.0 requires CBA! (http://forums.bistudio.com/showthread.php?t=78622)


=======
FEATURES:
=======

- Vapor trails for all vanilla planes.

- The AddOn is signed (server key is included in the download).


==========
INSTALLATION:
==========

Put the @<hidden> folder into your ArmA2 directory ( C:\Program Files\Bohemia Interactive\ArmA 2 ),
then add -mod=@<hidden> to your ArmA2 shortcut ( "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@<hidden> )

Or just put it in any other modfolder you like!


===============
BUGS/KNOWN ISSUES:
===============

- None? :)


========
CHANGELOG:
========

- 1.0 --- New config with XEH support and numerous improvements by zGuba, signatures for safe MP play.
- 0.99b - Initial release


===============
CREDITS AND THANKS :
===============

- Bohemia Interactive: ARMA II, Tools, the script I activated via this AddOn.

- zGuba and Apouh for better configs!

- Armed Assault Info for the readme generator :)


=========
DISCLAIMER :
=========

I take no responsibility for (im)possible damage to your game/system that may be caused
by installation of this AddOn. This AddOn is also prohibited to be used in any commercial product.

This readme has been made by using the ArmedAssault.info Readme Generator.
Check ArmedAssault.info to get the latest ArmA news!



Also, please note that you're absolutely welcome to edit, change and improve the config!
0.99b config.cpp here. (http://pastebin.com/f6076521f)
(1.0 config by zGuba is on the bottom of this page)

ParaGraphic L
Aug 27 2009, 16:11
Looks nice! Love to see this in action. :)

Manzilla
Aug 27 2009, 16:24
Looks great from the picture. Thanks Cole

Kremator
Aug 27 2009, 17:25
Going to try it now ! Good job.

Sakura_Chan
Aug 27 2009, 17:39
You could get it working for the su34 and the A10 if you added their classes to your config and manually added your eventhandler. The Su34 and A10 are different from all other arma2 units because they don't inherit the 'defaulteventhandlers' but have the same code posted manually in their eventhandler section.

HELLFREEZA
Aug 27 2009, 17:40
thats a cool addon!

but it wont work, if you use it together with "rksl system".

Inkompetent
Aug 27 2009, 17:42
Extended EventHandler support would probably be prefered I guess, so that it doesn't collide with other eventhandler-manipulating addons.

Nice idea though! We like vapour trails!

Manzilla
Aug 27 2009, 17:47
thats a cool addon!

but it wont work, if you use it together with "rksl system".

Ahhh a shame. XEH support is needed.

Apouh
Aug 27 2009, 17:58
Fully compatible cba and with all the planes.
I think you have your v1.0 ;)


class CfgPatches {

class VaporTrails {

units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"CAAir","Extended_EventHandlers"};
};
};

class Extended_Init_EventHandlers
{
class Air;
class Plane : Air {
VaporTrails_Init_Plane="_this execVM ""CA\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf""";
};
};

zGuba
Aug 27 2009, 18:10
Fully compatible cba and with all the planes.
I think you have your v1.0 ;)

This could be even better :)


class CfgPatches {
class VapourTrails {
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"Extended_EventHandlers"};
};
};

class Extended_PreInit_EventHandlers
{
VapourTrails_PreInit = "VapourTrails = compile preprocessFileLineNumbers 'CA\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf'";
};

class Extended_Init_EventHandlers {

class Plane
{
VapourTrails_Init_Plane = "_this spawn VapourTrails;";
};
};

Should work fine and fluently.

Cole
Aug 27 2009, 18:12
I was thinking XEH support was probably needed, but I'm a real amateur in config making, so please excuse the bugs and flaws that are currently present in the release.
Thank you for your tips and suggestions, I'll update the addon tomorrow and if I can get everything working alright, I'll also sign it. :)


btw I'm writing this from my phone, so I apologize for the lack of proper text formating and stuff like that.

Apouh
Aug 27 2009, 18:14
I think you have your v2.0 :D

Splikes
Aug 27 2009, 18:56
Can you explaim to me how to enable it on the editor ?

Scrub
Aug 27 2009, 19:11
Gotta love this community. One digs up a gem and brings it into the sunlight, another cuts it to make it sparkle, and yet another polishes it to a shine. Thanks guys!

MEDICUS
Aug 27 2009, 19:46
Nice one, Cole! :)



Can you explaim to me how to enable it on the editor ?
Try this (plane's init-line):

_xtype = [this,1] execvm "CA\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";
(untested)

*edit*
Oh, by the way. Any problems if you run this addon with a "VaporTrail-enabled" plane (script's running twice on a plane)?


MfG, Medicus

Binkowski
Aug 27 2009, 20:28
Sweet, looks awesome.

JuggernautOfWar
Aug 27 2009, 21:01
Alright, looks like the community has made this addon into much more in just a little bit. OP, mind re-releasing the addon with the community-made improvements?

Apouh
Aug 27 2009, 21:09
Gotta love this community. One digs up a gem and brings it into the sunlight, another cuts it to make it sparkle, and yet another polishes it to a shine. Thanks guys!

:)

@<hidden> juggernaut
He said tomorrow and if he can't do this alone we cut and polish his gem :D

Tankbuster
Aug 27 2009, 21:14
Gotta love this community. One digs up a gem and brings it into the sunlight, another cuts it to make it sparkle, and yet another polishes it to a shine. Thanks guys!

qft

..

Splikes
Aug 27 2009, 21:18
Nice one, Cole! :)



Try this (plane's init-line):

_xtype = [this,1] execvm "CA\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";
(untested)


MfG, Medicus

works

thanks

JuggernautOfWar
Aug 27 2009, 22:50
Are there keys for this so I can play in MP with them?

Maddmatt
Aug 27 2009, 23:06
So someone finally unlocked this :)

Just a few issues I think you should know about:
* Performance. This involves plenty of calculations constantly running on each plane to work out their AoA and adjust the effect. And it's done through sqf scripts. This could introduce some script lag because of all the scripts running when you have many planes in a mission. Although it shouldn't do much harm to your FPS.

* Potential bugs. I recall reports of the script bugging out when loading a savegame. Not sure if this is still an issue.
Don't think it has any other bugs.

Eble
Aug 27 2009, 23:51
So someone finally unlocked this :)

Just a few issues I think you should know about:
* Performance. This involves plenty of calculations constantly running on each plane to work out their AoA and adjust the effect. And it's done through sqf scripts. This could introduce some script lag because of all the scripts running when you have many planes in a mission. Although it shouldn't do much harm to your FPS.

* Potential bugs. I recall reports of the script bugging out when loading a savegame. Not sure if this is still an issue.
Don't think it has any other bugs.

Thanks for the original script maddmatt - I found this script a fair while back and help Myke put it on the F16 addon.

I was hoping BIS would 'activate' the script down the track in a future patch.

I should mention that in some cases this addon will not work with player made content unless it follows some guidelines:

for the wing tip trails you need have these points named in the addon on the wing tips.


//hint "wings";
_trail1 = "#particlesource" createVehicleLocal getpos _v;
_trail1 attachto [_v,[0,0,0],"cerveny pozicni"];
_trail1 setParticleRandom [0.2, [0.05, 0.05, 0.05], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];

_trail2 = "#particlesource" createVehicleLocal getpos _v;
_trail2 attachto [_v,[0,0,0],"zeleny pozicni"];
_trail2 setParticleRandom [0.2, [0.05, 0.05, 0.05], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];

Also for the body vapour effect you need these points adding:



_body_vapour_L_S = [-1,3,0];
_body_vapour_L_E = [-5,2,0];
_body_vapour_R_S = [1,3,0];
_body_vapour_R_E = [5,2,0];


Also the old sonic boom effect from Arma1 works fine in Arma2 :)

Cheers

Southy

Doolittle
Aug 28 2009, 02:03
You also need the Function Module in the mission itself as BIS_fnc_getPitchBank is called, right?

We are entering a dangerous world, my friends. Maybe call "(getPos _v) nearObjects ["#particlesource", 5];" and see if it returns anything before applying script to plane? Of course it takes ~0.4 sec to create and attach.

We might have missions loading this stuff on as well as people with addons, etc.

Maddmatt
Aug 28 2009, 02:16
You also need the Function Module in the mission itself as BIS_fnc_getPitchBank is called, right?
No, that's old code and it's commented out :)
No modules are required.

Doolittle
Aug 28 2009, 03:34
Oh yeah.. heh :D

Cole
Aug 28 2009, 06:49
1.0 released!

Check the first post for download and new info :)

Foxhound
Aug 28 2009, 08:09
New version frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7104).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7102)
Vapor Trails v1.0 (http://www.armaholic.com/page.php?id=7102)

http://www.armaholic.com/skins/Blaster07/img/required_addons.png
Community Base addons (http://www.armaholic.com/page.php?id=6231)

Cole
Aug 28 2009, 08:35
*edit*
Oh, by the way. Any problems if you run this addon with a "VaporTrail-enabled" plane (script's running twice on a plane)?


MfG, Medicus
Sorry for the late reply, I just tested that and it seems to work fine, no visible problems ingame.


btw, did you used to play San Andreas Multiplayer by any chance? I think I saw your nick over there a few times back when I used to play it. But maybe my memory just fails hard.. :j:


Foxhound: Thanks for the updated mirror! :)

Cionara
Aug 28 2009, 10:56
Doesn't work with RKSL, hm ? =(

Inkompetent
Aug 28 2009, 11:12
Doesn't work with RKSL, hm ? =(

1.0 should work with all addons with XEH-support.

Cole
Aug 28 2009, 11:22
Doesn't work with RKSL, hm ? =(
Tested that before releasing 1.0, worked with no probs.

Kremator
Aug 28 2009, 12:06
I'm not seeing the full trails when I am on the ground and I view aircraft in the air. I see the wingtips and main body trail only under the harshest turning of the aircraft.

Is there a way to make the full trials more viewable on the ground ?

For info there is no problem when I'm actually INSIDE the aircraft, I see the trails at the slightest movement.

Only using CBA and vapour trials 1.0 under 1.03 patch (not beta)

Cole
Aug 28 2009, 12:12
I'm not seeing the full trails when I am on the ground and I view aircraft in the air. I see the wingtips and main body trail only under the harshest turning of the aircraft.

Is there a way to make the full trials more viewable on the ground ?

For info there is no problem when I'm actually INSIDE the aircraft, I see the trails at the slightest movement.

Only using CBA and vapour trials 1.0 under 1.03 patch (not beta)
It probably is possible, but it would cause a bigger performance drop if you had more planes flying around. Maybe Maddmatt could answer this? :)


I'm not going to touch the script though, as I don't know ANYTHING about scripting.

Cionara
Aug 28 2009, 12:39
Vaportrails ain't working for me.

My Addons:

VOP 2.1
RH Heli Sounds
Tracked Vehicle Sounds
MAP- Reduced Voice
RKSL
F35B Skins
LandTex
MH53E
CBA
INKO Disposable Launchers
Little Birds

Works with only Vop2.1, Tracked Vehicle Sounds and RH Heli sounds enabled.

Kremator
Aug 28 2009, 12:40
Just tested with 1.03 beta and its the same fault.

I haven't seen any performance drop at all with this mod. How would one go about enabling it to be seen from the ground ?

Cole
Aug 28 2009, 12:59
Vaportrails ain't working for me.
Wait, are you using the temporary fix (http://forums.bistudio.com/showpost.php?p=1410098&postcount=68) for RKSL Countermeasures? Original RKSL release isn't XEH compatible... yet. Download that and put it to the same folder as the RKSL countermeasures, then it should hopefully work.

Cionara
Aug 28 2009, 13:52
Ah ok thank you, where do I have to put this updated .pbo ? In the RKSL Addons Folder ?

greetz Cionara

Cole
Aug 28 2009, 13:57
Ah ok thank you, where do I have to put this updated .pbo ? In the RKSL Addons Folder ?

greetz Cionara
Yeah, just like I said in my previous message:
Download that and put it to the same folder as the RKSL countermeasures.:bounce3:

Cionara
Aug 28 2009, 14:16
:D thank ya again.

Miller
Aug 28 2009, 23:26
Thanks Cole :smile_o:

ArmA2Base.de Mirror:

VaporTrails by Cole v1.0 (http://arma2base.de/include.php?path=download&contentid=695)

Kind regards
Miller

sobrek
Aug 30 2009, 19:32
I wonder if anybody could explain, why, when you load the RKSL Flare stuff, this addon here never comes into effect.

Inkompetent
Aug 31 2009, 00:12
I wonder if anybody could explain, why, when you load the RKSL Flare stuff, this addon here never comes into effect.

Because of the way eventhandlers works in ArmA. The two addons both alter the aircrafts' eventhandlers, and as they do that they overwrite eachother. To get both to work at once with the default eventhandlers one has to have one and the same addon adding the eventhandlers for both simultanously. Since this isn't workable there's something called Extended EventHandlers in the CBA addon, that houses a workaround to get several addons to work together.

That's one reason why it is VERY important that any and all addons are made XEH (Extended EventHandlers)-compatible, since otherwise this kind of poo with conflicting eventhandler-assignment will keep popping up.


Since 1.0 of this addon comes with XEH-support, it's just important to get XEH-compatible config for the flares, and the CBA addon, to get the stuff to work together.

Manzilla
Aug 31 2009, 00:28
I wonder if anybody could explain, why, when you load the RKSL Flare stuff, this addon here never comes into effect.

Check the RKSL flares thread. There's a link to a temporary XEH fix for the countermeasures that someone posted. It's not officially from RKSL so keep that in mind if you have any problems with it but I've been using it with the v1.0 vapor trails release and it works well.

Cole
Aug 31 2009, 05:41
RKSL Countermeasures temporary XEH fix by Robalo_AS (http://forums.bistudio.com/showpost.php?p=1410098&postcount=68) :bounce3:

I wonder why RKSL team didn't update the countermeasures with xeh support anyways.. :386:

DevilBass
Dec 17 2009, 21:18
Hello, i try this on arma 2 excellent job my friend, but it is posible to make this on Arma 1 to? thanks to reply.:bounce3:

larsiano
Dec 18 2009, 02:13
Im wondering if you still need the temporary XEH fix for the countermeasures to work together ?