View Full Version : JTD Fire And Smoke
To my knowledge its not setup to impair the field of view, its designed for destroyed vehicles and planes and such, hence smoke being from fires.
There was a mod if i remember correctly that had smoke that would impair the AI's view cant think of it,
I thought it was VFAI but thats an old version and the AI throw smoke impairing your view.
OK, thanks. I realised that the mod isn't 'designed' as a visual imparment system (such as deployable smoke) - it just so happens that in a particular mission I am doing, the defenders are defending across a 'barrier' that has been destroyed with a car-bomb. The AI are attacking that position and due to the F&S effect, I can't see the AI but they seem to be able to see my fireteam!
This is not a complaint or a moan by the way - merely an observation!! For this particular mission I will simply not use your mod, or I will use the info given in a previous post to shorten the F&S effect time.
Nice work on the mod though!
DMarkwick
May 30 2011, 09:41
OK, thanks. I realised that the mod isn't 'designed' as a visual imparment system (such as deployable smoke) - it just so happens that in a particular mission I am doing, the defenders are defending across a 'barrier' that has been destroyed with a car-bomb. The AI are attacking that position and due to the F&S effect, I can't see the AI but they seem to be able to see my fireteam!
This is not a complaint or a moan by the way - merely an observation!! For this particular mission I will simply not use your mod, or I will use the info given in a previous post to shorten the F&S effect time.
Nice work on the mod though!
In fact the Fire And Smoke WILL impair the AI's view, this is now done by the game engine itself, BIS added AI viewblock to particles. In fact the ArmA1 version had viewblock abilities added by me, but it was CPU expensive and I was glad to find out that BIS added the ability to particles :) (I also released a smokeshell-specific addon that added viewblock functionality in ArmA1, which was perhaps my greatest moment :D)
Back when I first made the addon I did some testing and confirmed it for myself. However, the chaotic and random nature of the smoke itself will often allow the AI to "glimpse" enemy through the smoke, and from there you will get the appropriate AI response.
But, it's nice to know that a sufficiently dense smokescreen will block you from AI view :)
---------- Post added at 10:41 AM ---------- Previous post was at 10:38 AM ----------
Getting the "Firedamage.sqf, Line 30" thing often. Is it any fix to this?
"_nearestFire = |#|nearestObjects [_thisObject,["firemarker...'
Error 0 elements provided, 3 expected
File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30"
I get this sometimes, and I cannot fathom it :confused: it's basically complaining that an empty positional array is being passed to the routine, but I cannot find where that might be happening. However it's also been a long time since I did anything with this mod, so maybe I'd better pick up the threads again.
Might gbe better off just disabling, or allowing the option of disabling, the fire damage system, which was always a little flakey depending on PC specs etc.
CameronMcDonald
May 30 2011, 09:57
However it's also been a long time since I did anything with this mod, so maybe I'd better pick up the threads again.
http://t0.gstatic.com/images?q=tbn:ANd9GcRnKibTJaMyZ4e0JHythvilL3GSYcqrpCIO00jUODXEGL0N5sYI&t=1
Good man.
Switch556
Jun 2 2011, 10:55
I'm getting a "cannot load texture dmsmokeeffects\images\dmviewblockvis.paa" error when I try to drop in some smoke in the editor, can anyone help me out? Thanks.
DMarkwick
Jun 2 2011, 11:00
I'm getting a "cannot load texture dmsmokeeffects\images\dmviewblockvis.paa" error when I try to drop in some smoke in the editor, can anyone help me out? Thanks.
Sounds like you might be trying to run the wrong game version. Try the JTD FireAndSmoke for ArmA2 not the JTD SmokeEffects for ArmA1. :)
Switch556
Jun 2 2011, 11:12
Sounds like you might be trying to run the wrong game version. Try the JTD FireAndSmoke for ArmA2 not the JTD SmokeEffects for ArmA1. :)
I'm pretty sure I am running the right version. I downloaded it straight from the armaholic link, ver 0.3. I was running ACE when I got the error, but then I disabled it after seeing another post, but I am still getting the big white blocks like in my 2nd screenshot.
Here are screenshots of what I see.
http://img59.imageshack.us/img59/2532/arma2oa2011060206461667.png
http://img685.imageshack.us/img685/2492/arma2oa2011060206492259.png
DMarkwick
Jun 2 2011, 12:53
when I try to drop in some smoke in the editor
... I think I know what you're doing now :)
There is no editor placement of smoke, those objects are old legacy test objects that simply never got deleted. All fire & smoke effects are done automatically ingame when a vehicle is destroyed. To use JTD Fire&Smoke, all you do is play the game as normal.
Switch556
Jun 2 2011, 14:17
... I think I know what you're doing now :)
There is no editor placement of smoke, those objects are old legacy test objects that simply never got deleted. All fire & smoke effects are done automatically ingame when a vehicle is destroyed. To use JTD Fire&Smoke, all you do is play the game as normal.
Ah, well that explains it definitely. I thought I could "place" columns of smoke for battlefield ambience. I was staging scenes for some videos, looks like I'll just have to blow some stuff up :D
Thanks!
DMarkwick
Jun 2 2011, 15:38
Ah, well that explains it definitely. I thought I could "place" columns of smoke for battlefield ambience. I was staging scenes for some videos, looks like I'll just have to blow some stuff up :D
Thanks!
You can script objects to have JTD_FAS effects:
nul = [this,20,((random 700) + 700),100,time,1,true] execVM "JTD_FireAndSmoke\Scripts\SmokeMain.sqf"
will give full fuel fire & tall columns of smoke when placed in the init field of an object.
Hi DMarwick,
is there a way to extinguish the fire per script? E.g. deleteVehicle on fire objects. E.g. fire_object = Firetruck getNearestObject["Fire"]; deleteVehicle fire_object?
IceBreakr
Jul 1 2011, 12:36
Good question derdoe. I hate when FOB catches fire :)
DMarkwick: does your addon put entries to the mission.sqm as a required addon?
DMarkwick
Jul 1 2011, 12:41
Good question derdoe. I hate when FOB catches fire :)
DMarkwick: does your addon put entries to the mission.sqm as a required addon?
It sometimes writes something to the SQM as an invisible object is spawned, but it's safe to prune any SQM dependency away.
@<hidden>:
Unfortunately not, once a fire is spawned it runs its course.
gamma7897
Jul 15 2011, 13:42
I dont know if this somewhat annouying fire and smoke bug was already in ARMA 2 but when i drove a truck ( Russian Main truck Open variant stock) into the water and jumped out it exploded (i know thats in ARMA 2) but then a few seconds later i heard fire turned around and saw smoke coming out of the water and occasionally flames that were high enough to get over the waterline. Nothing game breaking but a headscrather
DMarkwick
Jul 15 2011, 15:02
I dont know if this somewhat annouying fire and smoke bug was already in ARMA 2 but when i drove a truck ( Russian Main truck Open variant stock) into the water and jumped out it exploded (i know thats in ARMA 2) but then a few seconds later i heard fire turned around and saw smoke coming out of the water and occasionally flames that were high enough to get over the waterline. Nothing game breaking but a headscrather
I thought about doing something about that, similar to the aircraft altitude check, but I generally don't mind it. It doesn't happen often, and when it does it gives me info. I qualify it by calling it a water surface oil & fuel fire :)
ascendence
Jul 21 2011, 16:20
hey there
i have a question:
i tried out your mod JTD_FireAndSmoke beta 0.3
but i just wanted to try out the @<hidden>
till i noticed i have absolutely no fire effects anymore.
i figured your addon is blocking/conflicting with this one so i deleted your addon , but still i have no fire effects at all when i blow stuff up :(
can you help me out fixing it somehow?
DMarkwick
Jul 21 2011, 16:27
Well, I can help you as far as F&S goes, but obviously it's not the cause of your no-fire problem.
F&S does not conflict with anything, as it's entirely self-contained (aside from it's CBA dependency) and only ever adds new effects, it never replaces any. So there's nothing for it to conflict with.
I can only suggest removing both addons, and trying them one at a time. Although, as I said, it cannot be F&S.
ascendence
Jul 21 2011, 16:29
okay ill deactivate both addons and just try and see if cars burn after blowing up with the default effects ill brb!
edit: with default effects , i hit a car with the MAAWS and dual purpose ammo , the explosion shows fire for a second and the following explosion too , vehicle doesnt burn.
JuggernautOfWar
Aug 25 2011, 06:02
DMarkwick are there plans for any future releases from you? I remember hearing something about something happening in your personal life, stopping development of your mods. Is this still the case? I've been away from the community for a while.
edit: with default effects , i hit a car with the MAAWS and dual purpose ammo , the explosion shows fire for a second and the following explosion too , vehicle doesnt burn.
Are you using any other addons at all? ACE for example.
CameronMcDonald
Aug 25 2011, 07:46
Yeah, DMarkwick, I'm dying over here. FUNK.
DMarkwick
Aug 25 2011, 11:36
Thanks for the comments guys :)
Last year, my wonderful daughter was killed. It kicked it all out of me, and continues to drain and weigh on me, I'm not equipped to handle it.
I left home, got a job in the film industry and moved to Elstree. So I effectively lost everything and started a whole new life, which consists mainly of temporary distractions, I still pootle around in ArmA2, but no developments for a long time. All things being equal, I'll probably restart some project again eventually, improve the F&S (even though it currently does what I wish it to do quite well) and maybe restart the Weather & Climate thing I had planned before All This.
But the cyclic nature of extreme grief makes it difficult for me to maintain much enthusiasm for long, but, we'll see.
Kindest regards.
CameronMcDonald
Aug 25 2011, 11:42
In that case, chief, you do whatever the hell you want.
Take it easy. :)
Manzilla
Aug 25 2011, 12:13
Hang in there bud. I'm so sorry to hear that. I wish you the best.
Nikiforos
Aug 25 2011, 15:04
I wish you all the best my friend from my heart
Kremator
Aug 25 2011, 15:08
Really sorry to hear of your loss mate.
Tonci87
Aug 25 2011, 17:02
I´m also really sorry to hear about that. I wish you all the best.
JuggernautOfWar
Aug 25 2011, 18:06
I'm so sorry to hear about your loss. :(
If you need anything from California let me know. :)
VictorFarbau
Aug 25 2011, 20:05
Ehrm... holy shit :butbut: My condolences Sir. Guess hardly anyone can imagine what you're going through. Maybe Arma can at least help you by distracting you now and then.
Best wishes,
VictorFarbau
domokun
Aug 26 2011, 04:47
Bloody hell mate, that's rough. You have my sincerest condolences.
Pax tecum
CaptainBravo
Aug 26 2011, 15:21
DMarkwick I am very sorry for your loss. It is very tough when you lose someone dear. Hang in there. You have my deepest sympathies.
randomdude
Sep 14 2011, 10:54
But the cyclic nature of extreme grief makes it difficult for me to maintain much enthusiasm for long, but, we'll see.
Kindest regards.
Hang in there, sorry for your loss.
The Hebrew Hammer
Sep 14 2011, 21:06
Don't feel any obligation to do anything for us, we as a community should be asking ourselves what we can do to help a fellow brother out.
Pathetic_Berserker
Sep 15 2011, 04:38
Very sorry to hear of your loss DM.
djdel002
Sep 15 2011, 14:58
Just read this, terribly sorry for your loss DM, wish you the best and hope your are doing ok.
WalrusNZ
Oct 14 2011, 00:15
Hey bro. Im making a mission on Chernarus which involves battles on a large scale. My question is, is it possible to turn off forest fires within the mission itself? (instead of making everyone force it off with the config file)
So sorry for your loss mate, hope you're doing ok.
froggyluv
Oct 14 2011, 01:20
I also just saw this for first time DM - I have a young son and couldn't imagine...
Prayers and sincerest heartfelt wishes to you and your loved ones.
archsceptic.
Oct 14 2011, 01:52
Oh no. What a terrible thing for a parent to go through.
Try to live well DM, not just for yourself - but for your daughter as well.
HR4 Elite
Oct 14 2011, 02:02
You have my deepest sympathy.. Unfortunately time does not heal, but the passing of time will ease it a little, I know that..
.
DMarkwick
Oct 14 2011, 08:54
Hey bro. Im making a mission on Chernarus which involves battles on a large scale. My question is, is it possible to turn off forest fires within the mission itself? (instead of making everyone force it off with the config file)
So sorry for your loss mate, hope you're doing ok.
I've never tried it, but you might try to redefine the variable JTD_ForestFireEnabled in either the init.sqf or in the init field of a game logic unit. It will need to be defined as False. I don't currently know if a defined variable can be changed in this manner, but it seems to me the only way to do what you asked.
And, thanks for the sentiment :)
@<hidden> froggyluv, archsceptic & HR4 Elite:
Thank you for your sentiments too. It's the little kindnesses that strangers are willing to show that makes it almost bearable :)
Very sorry to hear about this tragedy.
I hope you will find strength to overcome these hard times and confidence to look forward again.
All the best to you!
Stefan
Joephill2
Nov 16 2011, 18:38
Hi, I am deeply sorry for you loss. I hope you are coping. :(
I have a question, is it possible to create a fire without a vehicle or anything. e.g creating a fire to put on a building, that doesn't burn it down?
Thanks.
Joe.
DMarkwick
Nov 16 2011, 18:53
It is indeed, the addon works via scripting after all :) let me go back & dig out the line...
Link to post. (http://forums.bistudio.com/showpost.php?p=1944019&postcount=759)
student
Nov 27 2011, 00:44
video (http://www.youtube.com/watch?feature=player_detailpage&v=Go1Jm8UsYXU)
Hey DMarwick,
would you mind if i drop an eye on your source code and see if i can implement a way to simulate extinguishing the fire?
I dont have an idea yet how complex this will be but would really like to try if i can find a way to do it. :)
DMarwick, when you realise update :)?
Great idea!
Replace dafault smoke of grenades on your smoke :D! its eazy need hook thow weapons etc...
DMarkwick
Dec 5 2011, 18:56
Hey DMarwick,
would you mind if i drop an eye on your source code and see if i can implement a way to simulate extinguishing the fire?
I dont have an idea yet how complex this will be but would really like to try if i can find a way to do it. :)
Feel free :)
But I doubt it can be done without some monitoring inserts.
DMarwick, when you realise update :)?
Great idea!
Replace dafault smoke of grenades on your smoke :D! its eazy need hook thow weapons etc...
Take a look at this (http://forums.bistudio.com/showthread.php?t=112256) :)
Humvee28
Dec 5 2011, 19:08
Take a look at this (http://forums.bistudio.com/showthread.php?t=112256) :)
Oh, didn´t know about it. Cheers Mate! :)
CameronMcDonald
Dec 6 2011, 03:16
If there was one improvement I could suggest for this add-on - separate the fire/smoke from the birds.
Katipo66
Dec 6 2011, 03:56
What about a limit on how many vehicles can use it at any given time? because i seem to play a lot of missions with high turn over rate and at times there can be up to 6 - 8 + vehicles using it?
Maybe an option to limit it and the rest can use default? this would mix it up nicely.
DMarkwick, i mean about smokewalls to smoke grenades!!! (Replace default smoke on your)
JuggernautOfWar
Dec 6 2011, 21:26
Is there a way to get rid of the smoke after the emitter is gone? For example I blow up a tank in multiplayer then after x minutes the wreck disappears. The fire or smoke is still billowing up from where the wreck used to be even though there is no longer a wreck present.
DMarkwick
Dec 7 2011, 10:04
Is there a way to get rid of the smoke after the emitter is gone? For example I blow up a tank in multiplayer then after x minutes the wreck disappears. The fire or smoke is still billowing up from where the wreck used to be even though there is no longer a wreck present.
It was something I planned, but personal preference made me keep it as it was :) the idea of F&S is that it provides a battlefield history and atmosphere, but I guess I could add in a config option to fade the smoke away if the vehicle disappears.
Clarkey1
Dec 8 2011, 13:05
I agree with Katipo66 here, the concurrent fires option is good and a total fire limit would make my computer even happier.:D
@<hidden>: I'm not sure if this is what you mean by smokewall but it greatly improves smoke grenade effects (and also improves muzzle flash, explosions to name a few).
wxCqWbBHG1Q
Thanks for the great addon DMarkwick can't play Arma2 without it.:D
Clarkey1 - i mean, smoke make 'smokewall' and block AI view (AI cant see what behind the smoke)!!!
DMarkwick - cant you realise this?!
I know how realise this in scripts, BUT be cool see this in some great mod as JTD or BlastCore! Who wish I can write this ;)
For some reason 1.60 patch broke JTD fire and smoke for me. I had to enable all my mods again, but I had list so I enabled them as I had in old version. Now I just get standard short effects without spreading fire and other features of JTD F&S.
I even redownloaded addon and reinstalled it, but no luck there. Other addons still work though.
Is it just me or others have this problem as well?
Kremator
Dec 24 2011, 20:31
Clarkey1 - i mean, smoke make 'smokewall' and block AI view (AI cant see what behind the smoke)!!!
DMarkwick - cant you realise this?!
I know how realise this in scripts, BUT be cool see this in some great mod as JTD or BlastCore! Who wish I can write this ;)
Smoke DOES block AI view.
Small update on my problem: it seems that reverting back to 0.2 fixed the problem.
zild1221
Dec 29 2011, 05:44
For some reason 1.60 patch broke JTD fire and smoke for me. I had to enable all my mods again, but I had list so I enabled them as I had in old version. Now I just get standard short effects without spreading fire and other features of JTD F&S.
I even redownloaded addon and reinstalled it, but no luck there. Other addons still work though.
Is it just me or others have this problem as well?
Same. Bump.
DMarkwick
Dec 29 2011, 11:31
I have patched to 1.60 and my F&S works fine for me. Perhaps try and update the CBA? That's the only other thing I can think of.
JuggernautOfWar
Dec 29 2011, 19:18
It was something I planned, but personal preference made me keep it as it was :) the idea of F&S is that it provides a battlefield history and atmosphere, but I guess I could add in a config option to fade the smoke away if the vehicle disappears.
That would be phenomenal, thank you. Is there any way to implement this ourselves? I'm a pretty patient guy, but it's been a long while since the last release.
Sorry to nag, but I noticed one thing: Even though I enabled JTD fire and made sure it is loaded last, vanilla Arma 2 fire effects are used. Fire that spreads to objects is JTD fire, but smoke and fire on blown up vehicles is vanilla one with that weird "swirly" fire FX. Did I do something wrong?
I have latest CBA and 1.60 CO.
EDIT: Nevermind, WarFX blastcore caused this problem.
KrAziKilla
Feb 29 2012, 21:09
Taro, i got Blastcore and JTD runnin together withotu a problem :)
even slx is in.
-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
JuggernautOfWar
Mar 13 2012, 11:36
It was something I planned, but personal preference made me keep it as it was :) the idea of F&S is that it provides a battlefield history and atmosphere, but I guess I could add in a config option to fade the smoke away if the vehicle disappears.
Could you pretty please add the config option or even better yet - make vehicle wrecks stay until the smoke disappears? That would be really cool. I've always thought the destroyed vehicles disappearing was pretty lame.
DMarkwick
Mar 13 2012, 12:17
Could you pretty please add the config option or even better yet - make vehicle wrecks stay until the smoke disappears? That would be really cool. I've always thought the destroyed vehicles disappearing was pretty lame.
Whether the vehicle disappears or not is outside the control of F&S, that's most usually a mission script to control how much junk is lying around after it has been destroyed. But, I'm intending to do a little adjustment to F&S and I guess I can easily add in a config option to initiate the smoke fade down upon the non-detection of the vehicle :)
JuggernautOfWar
Jun 19 2012, 23:09
I've got a crashing issue running your mod with the latest beta, CBA, CBA_A2, CBA_OA, JSRS, and Fallujah. I stopped using your mod and voila - no more crashing. Really too bad because I absolutely love your wonderful addon.
That sounds awesome. If you need any help testing MP compatibility or anything at all feel free to let me know. I've enjoyed your mods since ArmA1 and look forward with great anticipation to your next release. I know there has been some setbacks for you and I'd like to help in any way you need. I'm an experienced tester and have some coding knowledge.
Anyway great job and keep it up!
Are you thinking about making a similar addon for ArmA3 when it comes out?
Lordprimate
Jul 28 2012, 02:16
Hello, DMarkwick!! I love love love your fire... Its HOTT....!!!
I launch it all the time .. the only time i do not use F+S is when a server doesnt allow it...
I still get this error ... about 1-5 minutes after the fires start..
Error in expression <ct;
while {true} do
{
_nearestFire = nearestObjects [_thisObject,["firemarker>
Error position: <nearestObjects [_thisObject,["firemarker>
Error 0 elements provided, 3 expected
File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30
Is there a fix for this??
I have the version on Sixupdater. is that the most current version? I read where you said it may be due to a random BIS object :ie a fly or soemthing... but is there a fix?
The second thing i noticed is that sometimes instead of a fire.. there is just a bright light emanating from the vehicle that would normally be ablaze.
Everything else works great .. I get hurt if i stand to close buildings trees and everything catch fire.. it doesnt spread superfast.. Just those two things...
BTW i launch this mod with CBA,ACE2,BlastCore, and SEVERAL others .. it still works great ... just those two errors..
I also use your Fly mod.. and your FAT rain mod.. and your Traffic mod...
coincidentally, i have modified for my personal use the jtd_ambient traffic module (Ai only drove a max of 500m.. so i bumped it up the spawning radius and the waypoint radius to 3000m and gave them cycling waypoints...) so when your module starts spawning .. the AI do not just drive to their destination, stop and get "dismissed", they "cycle" to the original way point.. and repeat ... so that you really have Ambient traffic... not just an ai driver that goes 500m and stops, parks and just sits there..... I also added (to the random AK ) a random Markov and random Gernade supplies to civies... so my civi's might spawn with a AK , Markov, and gernades ... or just one .. or two items... it all uses the CivAK variable... just added a possibility for the pistol and gernades... it works great..
All though i still get a few cars that just drive a few 1000m to their destination and stop completely .. it is a much smaller ratio then before ... most cars hit their destination, pause, and then drive on a few seconds later... then about 10-15 minutes later depending on where their last way point was thell come back. park .. pause and then carry on.. its F'n great
Thanks for all these mods... if you want me to send you my hacked version of your module I would love to get your opinion!!!! help (on getting all cars to keep going , and not to park and stop completely )
THANKS THANKS THANKS IN ADVANCE!!
JuggernautOfWar
Aug 10 2012, 13:32
Yeah quite a few of us are getting crashing issues when using this mod. Too bad I love this mod so much.
DMarkwick
Aug 10 2012, 14:07
Yeah quite a few of us are getting crashing issues when using this mod. Too bad I love this mod so much.
Hmm not seeing it myself, any particular circumstance?
JuggernautOfWar
Aug 10 2012, 14:10
I'm not sure what specifically causes it. Is there a way to see what specifically caused the game to crash? You can see here (http://forums.bistudio.com/showthread.php?137274-SP-Tankistan-Control-work-in-progress&p=2204274&viewfull=1#post2204274) two of us in that thread that experience crashing using @<hidden>
DMarkwick
Aug 10 2012, 14:16
Strange that it should just suddenly stop behaving, obviously nothing has changed in it for a long while. Perhaps I should read a few recent patch release notes & see if anything jumps out. Do you run betas?
JuggernautOfWar
Aug 10 2012, 14:28
I do run the betas yes. I have been having this issue for quite some time (before 1.62) but just recently discovered it's @<hidden> causing it. I took a long leave of absence from the ArmAverse and was very sad to see @<hidden> causing crashes. It's my favorite mod for ArmA. Maybe you should *cough* update it *cough* *cough* to fix the problem.
I do run the betas yes. I have been having this issue for quite some time (before 1.62) but just recently discovered it's @<hidden> causing it. I took a long leave of absence from the ArmAverse and was very sad to see @<hidden> causing crashes. It's my favorite mod for ArmA. Maybe you should *cough* update it *cough* *cough* to fix the problem.
I am very surprised after reading this, I have used JTD for, well ages, and have never had a problem with it. Does it crash when jtd is due to start i.e. fire after explosion etc, or does it crash before jtd has had time to do anything ?
JuggernautOfWar
Aug 10 2012, 15:16
It crashes after roughly ~30-60 minutes of play. I can't tell if anything specifically causes this issue. My two friends and I plus the gentleman in the other thread are all having the same issue. I'm at a loss here, just can't figure it out. What could be different between your game and mine I wonder.
What other mods are you running with it?
I would imagine you have stripped down to just JTD, as you are really sure its that.
I make missions for the group I play in, would be interesting to find out for sure, JTD is a mod we always use.
I run 1.62 to the latest beta. Ace etc, JTD is the main enhancement of that type we use.
Do you launch from a launcher i.e. SU etc or just the normal way straight from the game. My JTD pbo’s are pulled out into a folder I called ‘game_enhancements’ it runs from there with other mods pbo’s along that line (enhancements).
Maybe give me your start up and I will replicate it and see if it crashes for me.:)
Edit: forgot to ask, which version of jtd are you running, mine is '3', not sure if thats the current version..
JuggernautOfWar
Aug 10 2012, 15:58
I tried running @<hidden> (with the userconfigs of course) by itself with no other addons at all. I launch the game though the Steam library. I'm using 0.3 hosted on the first page of this thread.
DMarkwick
Aug 10 2012, 18:38
I do run the betas yes. I have been having this issue for quite some time (before 1.62) but just recently discovered it's @<hidden> causing it. I took a long leave of absence from the ArmAverse and was very sad to see @<hidden> causing crashes. It's my favorite mod for ArmA. Maybe you should *cough* update it *cough* *cough* to fix the problem.
Well, of course if it's actually causing crashes then I should fix it.. and with the possible removal of setVehicleInit command... maybe the entire thing needs a general overhaul. Modesty to one side I'm of the opinion that this is a great battlefield ambiance addon so it deserves to survive into ArmA2's latter years :)
JuggernautOfWar
Aug 10 2012, 19:08
ArmA3's early years too! I hope you are planning on releasing a similar mod for ArmA3 with all of its updated particle count and effects possibilities. Seriously sir, you have no idea how many people love your mod. Could you elaborate a bit on the overhaul? Why would the removal of setVehicleInit affect it? I know nothing of Real Virtuality modding.
DMarkwick
Aug 10 2012, 19:19
ArmA3's early years too! I hope you are planning on releasing a similar mod for ArmA3 with all of its updated particle count and effects possibilities. Seriously sir, you have no idea how many people love your mod. Could you elaborate a bit on the overhaul? Why would the removal of setVehicleInit affect it? I know nothing of Real Virtuality modding.
Well if I remember rightly setVehicleInit is the method I chose to distribute F&S code to destroyed vehicles, with the advantage that it looked after JIP players too... or something :)
And yes, I'd like to port this over to A3 with improvements when it comes out. I'd like to generate a whole new library of animated textures etc. In fact it'll probably be a complete rewrite.
And yes, I'd like to port this over to A3 with improvements when it comes out. I'd like to generate a whole new library of animated textures etc. In fact it'll probably be a complete rewrite.
Ah, music to one’s ears...:)
JuggernautOfWar
Aug 11 2012, 02:48
Is there any kind of a crash log for ArmA2 that might help us determine the cause of this problem? Otherwise I'm clueless.
Kommiekat
Aug 11 2012, 02:53
I was wondering, as much as I do enjoy this mod, to control the spread of the actual FIRE.
It seems to go from one building to another, which can disrupt CAMP objectives. For example, I may need to get into a building that the objective lies within and if it burns down to the ground, there is no way to continue with that mission of the CAMP or even SP missions for that matter.
Still loving FLIES mod! Must have for me.
JuggernautOfWar
Aug 11 2012, 03:44
Disable dynamic fire propagation then. Use the userconfig.
What is FLIES mod?
Disable dynamic fire propagation then. Use the userconfig.
What is FLIES mod?
JTD_Flies mod, flies around corpses and so on, nice mod, also JTD_ClearHorizonV2, another great mod. But it stopped working for me a little time back, still trying to sort out what its conflicting with..
DMarkwick
Aug 11 2012, 10:06
I was wondering, as much as I do enjoy this mod, to control the spread of the actual FIRE.
It seems to go from one building to another, which can disrupt CAMP objectives. For example, I may need to get into a building that the objective lies within and if it burns down to the ground, there is no way to continue with that mission of the CAMP or even SP missions for that matter.
Still loving FLIES mod! Must have for me.
To control which buildings burn, we need either a list of excluded buildings, or it's opposite, a list of approved buildings. My leaning is toward a user-made list of excluded buildings so that mission makers can exclude them in the mission itself.
---------- Post added at 11:03 ---------- Previous post was at 10:59 ----------
Disable dynamic fire propagation then. Use the userconfig.
What is FLIES mod?
JTD Flies (http://forums.bistudio.com/showthread.php?95100) :)
I made it to allow me to find bodies in tall clutter, such as Isla Duala map.
---------- Post added at 11:06 ---------- Previous post was at 11:03 ----------
also JTD_ClearHorizonV2, another great mod. But it stopped working for me a little time back, still trying to sort out what its conflicting with..
It still works for me, so I might guess you have an island or something that's bumping this addon down. Myself I use the Clearhorizons Fogfix version, just because I like the fogfix :)
Myself I use the Clearhorizons Fogfix version, just because I like the fogfix :)
Just put it in my 'game_enhancements' folder and bingo it works again, a lovely clear horizon..
Thanks.:D
DMarkwick
Aug 11 2012, 11:47
Just put it in my 'game_enhancements' folder and bingo it works again, a lovely clear horizon..
Thanks.:D
Good stuff :) be aware that overcast 0 is now a flat colour to be used with heavy fog, but the next weather is only like 0.07 or something, so just be aware of that.
JuggernautOfWar
Aug 11 2012, 11:49
Myself I use the Clearhorizons Fogfix version, just because I like the fogfix :)
What does this do exactly?
DMarkwick
Aug 11 2012, 11:54
What does this do exactly?
this video (http://www.youtube.com/watch?v=Y75BJGC4mhA) shows the effect. No more popping in of map objects :)
I cant get Fire and smoke to work. I have CBA, JTD in userconfig, @<hidden> file, but is doesnt load up in Expantions, only CBA. Any ideas on this problem?
DMarkwick
Aug 15 2012, 14:25
@<hidden>/addons/jtd_fireandsmoke.pbo ?
Yeah its in there jtd_fireandsmoke in @<hidden> - Addons: jtd_fireandsmoke: jtd_fireandsmoke.pbo.JTD.bisign.
I've done this so many times. I cant fathom what's wrong?
DMarkwick
Aug 15 2012, 15:12
And you added:
-mod=@<hidden>
to the ArmA/OA shortcut?
BTW, it won't be manageable in Expansions, just via the shortcut modifier or game launcher functionality.
JuggernautOfWar
Aug 15 2012, 15:32
I haven't been crashing since I disabled @<hidden> and updated beta patches so I enabled @<hidden> again to be sure that is the problem. Sure enough as soon as I run @<hidden> the game crashes ~30-60 minutes in.
Yeah its in there jtd_fireandsmoke in @<hidden> - Addons: jtd_fireandsmoke: jtd_fireandsmoke.pbo.JTD.bisign.
I've done this so many times. I cant fathom what's wrong?
Everything written right, i.e. no gaps and only _ lines, not –. Of course you will have, just asking. :o
Then make a folder @<hidden>, put an ‘addons’ folder in there and copy and paste the jtd_fireandsmoke.pbo into the addons folder and see if that shows up..
I have pbo’s in folders like @<hidden>, @<hidden> (JTD in there), @<hidden> etc, of course you have to test if any conflict, but that done and its easier, imo.. Over the series I have stored that many mods/addons etc I have forgotten what half of them are without trailing through, but if its in @<hidden>, I know its something to do with enhancing the game, well you know, my logic at my age :p...
However if you have loads of mods/addons like myself, you really have to have a hdd to store all your mods on. Any updates I do via the hdd and just swap any updated pbo’s i.e. delete old, copy and paste updated across to the arma 2 folder. Doing it this way you double up on the mods your using at present in-game, i.e. one in the a2 folder one on the hdd, but it saves having mods/addons you want but don't use at the mo in the a2 folder, plus hdd’s are pretty cheap now and its a back-up..:)
PeteWaddell
Sep 24 2012, 10:23
Hey guys, I put the configuration file in Arma 2 Operation arrowhead -> userconfig .. and the @<hidden> folder into the main operation arrowhead folder. I have an error that the config file can not be found still, Is there any anternatives as to what is happening?
DMarkwick
Sep 24 2012, 11:30
Do you have ArmA2? JTD F&S was made when there was just ArmA2, then it was made to work with ArmA2:CO (both ArmA2 & Operation Arrowhead together) but I never tried it with just OA. I cannot see any immediate reason why it would not, so I guess you have something in the wrong place :) by the sounds of it I would guess the userconfig file.
So you have a userconfig folder inside your main game folder yes? Then inside that a JTD folder, and inside that the config file? So you have:
ArmA 2 Operation Arrowhead\userconfig\JTD\JTD_FireAndSmoke_Config.hpp?
IceBreakr
Sep 24 2012, 12:59
DMarkwick: we tried using your addon couple of times in MP (dedicated), but are unable to stop the massive fps drop. Do you have a setting file that works on dedicated and doesn't cause slowdowns on mid range PCs? Probably only way is to stop the fire spreading faster? Thanks.
Currently running a server with CBA and ACE mods on a domination map however after about 20-30 mins the server reports this error and stops working...
Error in expression <ct;
while {true} do
{
_nearestFire = nearestObjects [_thisObject,["firemarker>
Error position: <nearestObjects [_thisObject,["firemarker>
Error 0 elements provided, 3 expected
File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30
I think this has been reported in previous posts in this thread, unfortunately I have not seen this fix?
Is or will there be a fix because its one MOD I really would like to use?
Thanks
Senty
DMarkwick
Sep 24 2012, 19:17
DMarkwick: we tried using your addon couple of times in MP (dedicated), but are unable to stop the massive fps drop. Do you have a setting file that works on dedicated and doesn't cause slowdowns on mid range PCs? Probably only way is to stop the fire spreading faster? Thanks.
Hmm, don't know, you might try just disabling the fire completely & see if that improves overall performance, do you mean server FPS drop or client FPS drop?
---------- Post added at 20:17 ---------- Previous post was at 19:53 ----------
Currently running a server with CBA and ACE mods on a domination map however after about 20-30 mins the server reports this error and stops working...
Error in expression <ct;
while {true} do
{
_nearestFire = nearestObjects [_thisObject,["firemarker>
Error position: <nearestObjects [_thisObject,["firemarker>
Error 0 elements provided, 3 expected
File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30
I think this has been reported in previous posts in this thread, unfortunately I have not seen this fix?
Is or will there be a fix because its one MOD I really would like to use?
Thanks
Senty
I have seen that error reported a couple of times, but as I've never seen it or can recreate it, I'm at a loss I'm afraid. However, I might guess that a unit or a vehicle has been culled by a garbage collection script? Do you use such a thing?
Thanks for the response...
I am not aware of any scripts, the only mods I have installed are CBA and ACE package.
Is there any settings within the mod I can change to avoid this error?
Thanks
Senty
DMarkwick
Sep 25 2012, 09:45
Thanks for the response...
I am not aware of any scripts, the only mods I have installed are CBA and ACE package.
Is there any settings within the mod I can change to avoid this error?
Thanks
Senty
Not in settings no, it'll be a genuine script error caused by something I hadn't anticipated and cannot reproduce on my machine. You might try disabling forest fires though to see if that stops it, I know it's removing a nice feature but it might be better than removing the entire mod :)
I disabled the Forest fire option, but still unfortunately the mod still caused the server.exe file to crash. Is there anything that you could do to help?
It is one mod which I would love to see running on the my server.
Thanks
Senty
DMarkwick
Sep 27 2012, 20:10
I disabled the Forest fire option, but still unfortunately the mod still caused the server.exe file to crash. Is there anything that you could do to help?
It is one mod which I would love to see running on the my server.
Thanks
Senty
As I don't know why some people see this problem and not others, I don't know what the fix might be. But, as it seems to be concerned with the fire damage triggers, I might disable fire damage from the addon as a temporary measure. It will mean no damage to units or vehicles that get close to fire, if that's bearable.
Its a shame any options have to be disabled, but the priority is to get a stable FandS mod on the server to gain some of the benefits.
Any help would be great...
Thanks
Senty
PeteWaddell
Sep 29 2012, 05:01
Yes I sure do have combined operations :cool: I just put the Config.hpp straight in there, I was not aware that I must first place a JTD folder in first.
Cheers!!!
DMarkwick
Sep 29 2012, 21:18
Its a shame any options have to be disabled, but the priority is to get a stable FandS mod on the server to gain some of the benefits.
Any help would be great...
Thanks
Senty
Well I believe I have a fixed version, but it's unsigned. I don't have access to my key and it will be a while before I do (using a laptop at the moment).
Funny, when I looked at the code it became obvious what the problem was... I guess something happened in the last couple of months that made me more codey :)
Let me know if you're interested in an unsigned version.
domokun
Sep 29 2012, 22:54
Looking forward to it. This was probably my first addon.
CameronMcDonald
Sep 29 2012, 23:19
Happy to test out the unsigned version, DMarkwick. Cheers for the ongoing support.
Also happy if birds made optional k thx.
DMarkwick
Sep 30 2012, 07:57
Also happy if birds made optional k thx.
The birds are already optional. :)
CameronMcDonald
Sep 30 2012, 10:44
The birds are already optional. :)
Thanks! :D
Thanks for the support DMarkwick.
I dont mind testing the unsigned version and report back.
FYI: I have been running the Beta version with CBA, ACE and JTD_FS and the server has stayed up (2 days now), however the same error message is still reported but does not take the server down.
Thanks
Senty
DMarkwick
Oct 2 2012, 18:50
Link to fixed version. (http://depositfiles.com/files/jh6vqyr20)
Note that it just contains the JTD_FireAndSmoke.pbo, NOT any of the other files like the config or a readme. Just a fixed, unsigned version.
Let me know if the reported error is gone :)
Thanks but just exactly what was fixed?
---------- Post added at 20:02 ---------- Previous post was at 20:01 ----------
My bad, the changelog is available in the first post!
One question ... Is version from Armaholic new version or old1 because .pbo date is 1.02.2011?
Hope it gets updated on one of the two, armaholic or armed assault..;)
DMarkwick
Oct 3 2012, 18:51
Thanks but just exactly what was fixed?
A reported error to do with fire damage.
One question ... Is version from Armaholic new version or old1 because .pbo date is 1.02.2011?
Yes, those versions are the "newest" :) haven't updated it in a long time. You should look for v0.3.
Hope it gets updated on one of the two, armaholic or armed assault..;)
If the fix is good, I guess I will release it properly :)
Yes v0.3 from Armaholic..thx :)
Cant seem to get the download of the fix... :(
DMarkwick
Oct 5 2012, 15:05
Cant seem to get the download of the fix... :(
Just downloaded it fine here... but if anyone can recommend another more accessible & free service...
There is no link for guest unless I am missing something.
Filesmelt is a good download website.
Got the file, I will upload to server and report back.
Thanks
Senty
Loaded the new file, but unfortunately the server crashed after about 1 hour.
Loaded up the beta exe 97448 with the same file and the server is still running.
Thanks
Senty
Spojkovic
Dec 5 2012, 22:46
Hi
I just installed this mod and i have problem with it. After 10 - 20 minutes of playing the game crusher to desktop with message "stopped working". i have steam version of arma 2 coand heres my pc:
CPU: Intel Core i7 860 @<hidden> 3.36GHz
RAM: 8GB 1600MHz
GPU: MSI R6970 Lightning, 2GB
OS: Win 7 Home 64-bit
Temperatures are very good so no overheating. i am using Arma 2 Launcher with this parameters:
-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
and i have checked "No Splash Screen"
so any idea why is it crushing??
Thanks for replies
DMarkwick
Dec 6 2012, 07:24
What makes you believe it is JTD Fire & Smoke? If you disable just the F&S addon, does the problem stop?
i am using Arma 2 Launcher with this parameters:
-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Also, be careful using SLX (COSLX) and SMK together, they can conflict and cause frozen upright units occasionally..
:)
Spojkovic
Dec 6 2012, 11:16
What makes you believe it is JTD Fire & Smoke? If you disable just the F&S addon, does the problem stop?
yes the problem stop when i run game without JTD...i dont know why this happends because fps is good everything is good but after 10-20 minutes of gameplay it just crush with message stop working and thanks for quick reply
---------- Post added at 13:16 ---------- Previous post was at 13:12 ----------
Also, be careful using SLX (COSLX) and SMK together, they can conflict and cause frozen upright units occasionally..
:)
yeah sometimes this happend but its always only one soldier and if i give him order to get down and then stand up then hes unfrozen
DMarkwick
Dec 6 2012, 15:10
yes the problem stop when i run game without JTD...i dont know why this happends because fps is good everything is good but after 10-20 minutes of gameplay it just crush with message stop working and thanks for quick reply
Try one of the most recent game betas, I was having random crash problems for a while but a more recent beta solved it. I don't know what the problem was, I didn't track it down to a specific addon or beta version.
Spojkovic
Dec 6 2012, 15:39
Try one of the most recent game betas, I was having random crash problems for a while but a more recent beta solved it. I don't know what the problem was, I didn't track it down to a specific addon or beta version.
it will work if i download for example beta build 99700 when i have steam version? or give me some guide how to update my game to that build 99700 .. i have arma 2 CO just a few days so i dont know how it works (steam and non-stem versions).. i am not playing through steam i am using arma 2 launcher
DMarkwick
Dec 6 2012, 17:57
I don't use Steam for CO myself but I believe it's fine to apply the beta. Particularly if you use a launcher anyway and not Steam, most launchers allow you to specify the beta exe.
The beta is a non-destructive process, it installs to its own folder and can be easily reversed simply by not using it and/or deleting it.
Spojkovic
Dec 6 2012, 22:44
I don't use Steam for CO myself but I believe it's fine to apply the beta. Particularly if you use a launcher anyway and not Steam, most launchers allow you to specify the beta exe.
The beta is a non-destructive process, it installs to its own folder and can be easily reversed simply by not using it and/or deleting it.
it works with beta :bounce3: so thank u for ur help
Breech99
Dec 13 2012, 03:13
For another intersting idea, how about firefighting with fire system with class A water and class B foam fires like Emergency 3 game system for firefighting teams. Pumpers, tankers, quint trucks, ladders.
JuggernautOfWar
Jan 11 2013, 01:40
I'd still love to see an option in the userconfig disabling smoke after the source is gone. For example when vehicle wrecks respawn online the smoke is still emitting from nothing.
EvenLease
Jan 16 2013, 03:31
Love the smoke mod! I've noticed though when I use it with ACE, I get a lot of texture pop in and out when smoke is around.
So the ground, or the textures on my person or vehicle will go from the highest of quality to the lowest of quality.
JuggernautOfWar
Jan 17 2013, 11:44
EvenLease what is your Video Memory set to in the advanced video options?
EvenLease
Jan 17 2013, 21:20
EvenLease what is your Video Memory set to in the advanced video options?
Had it set to Very High. I went ahead and looked around on the forums, I set it to default like some suggest...
Going to see if that works!
---------- Post added at 10:20 PM ---------- Previous post was at 08:20 PM ----------
Is there anyway to turn off Fire effects but not the smoke effects?
Basically just making it a smoke mod instead of Fire and Smoke...?
domokun
Jan 17 2013, 21:28
I wouldn't think so. You know the old saying "there's no smoke without fire..."
But you could always check the config file.
It's in ..\ArmA 2\userconfig\JTD\JTD_FireAndSmoke_config.hpp
EvenLease
Jan 17 2013, 21:56
I wouldn't think so. You know the old saying "there's no smoke without fire..."
But you could always check the config file.
It's in ..\ArmA 2\userconfig\JTD\JTD_FireAndSmoke_config.hpp
I understand that lol, but I'm running ACE and WarFX Blastcore... they dont mix well with JTD, seems the FIRE effect has a lot of issues.
But I would love to have the smoke out of JTD, and use the fire from ace/warfx mod.
JuggernautOfWar
Jan 18 2013, 04:06
If you mean the fire propagation you may definitely turn that off in the userconfig file. The fire itself (particle effect emitted from damaged unit) cannot be turned off, that comes with the bellowing smoke. Besides, the fire effects of JTD remain unsurpassed by ACE or Blastcore.
EvenLease I've been replying to your posts in the Blastcore thread as well as the ACE thread. Blastcore really is incompatible with ACE (Blastcore thread says this in first post). It will not cause stability issues in the game, but 75-80% of Blastcore is overwritten by ACE anyway, it's really a waste of space. JTD on the other hand only adds to existing effects whether they be from Blastcore, ACE, or vanilla. JTD in fact is not a mod, but rather an addon since it does not alter existing effects whatsoever. This means 100% of JTD effects are always compatible with every other mod or addon out there, including Blastcore and ACE.
To summarize: Turn off Blastcore with ACE - Leave JTD in its full glory - Blastcore/ACE together is the problem - You will have zero problems. | I have JTD enabled with ACE (no Blastcore) and I've never ever had any texture or performance issues from them.
PS. I should note I used to have a similar issue you reported. My textures would sometimes turn into a big sloppy mess for no apparent reason. This was not caused by any addon or mod incompatibility, but rather my video options. I had video memory set to very high instead of default. Default is needed if all your textures and graphics settings are maxed out.
PPS. You should join my dedicated server sometime so I can walk you through these kind of things outside of the forums. It is not always online, but often is. The server name is "Jugger's Madhouse!". You can add me on Steam if you like. My profile is under my avatar.
Bigpickle
Feb 16 2013, 07:01
Were can i find the names of the OA trees so i can add them to my .cpp file?
In all my years of playing the various iterations of OFP and Arma, this is hands down my favorite mod. I have had endless fun just making up A-10 strafing run missions and sitting back and watching those gorgeous pillars of smoke fill up the sky. I know, I need a new hobby. :)
Anyway, just starting to get my feet wet with Arma 3 and while that game boosts some impressive new effects and graphics (including smoke affected by rotor wash) the smoke from burning vehicles and buildings is a little anemic.
Any chance this mod could be made to work in Arma 3? I suppose I could pop it in as-is and see what happens but somehow I don't think it would be that easy.
Thanks for any advice on converting this mod and to JTD specifically, my thanks for making an amazing mod that has, for me at least, truly been a classic.
Madmatt
Bushlurker
Mar 8 2013, 15:19
Let's not forget THE all-time classic - Startled Birds!!!
I've lost count of the times I've been lurking under a bush ( ;) ), just watching.... and then, in the distance, for no visible reason, a bunch of birds suddenly fly up into the air and you think.... "there they are"...
Quite possibly the best addon of all time :)
B
DMarkwick
Mar 8 2013, 15:37
Thanks guys :)
I briefly tried it out in ArmA3 last night, and it seemed to work.... quite well :)
There seems to be a visual difference to it in A3, perhaps it's a new lighting system but the smoke seems rather bluish. Plus, while testing it out at night, I saw some particles had edge clipping issues, with straight edges and corners, almost as though some of the images were the wrong size for the particles. Somehow. Anyway, I'll look into it some more as I'm quite keen to get it into A3. I'll probably be redoing the fire effects to make them more diverse and less cartoony.
And, of course, I need a list of ArmA3 tree models :)
---------- Post added at 17:37 ---------- Previous post was at 17:27 ----------
Were can i find the names of the OA trees so i can add them to my .cpp file?
Sorry for the late reply BigPickle.... anyway, the trees for OA should already be in the list.
Bushlurker
Mar 8 2013, 15:41
I need a list of ArmA3 tree models
t_FicusB1s_F
t_FicusB2s_F
t_FraxinusAV2s_F
t_OleaE1s_F
t_OleaE2s_F
t_PhoenixC1s_F
t_PinusP3s_F
t_PinusS1s_F
t_PinusS2s_b_F
t_PinusS2s_F
t_PopulusN3s_F
:)
B
DMarkwick
Mar 8 2013, 15:45
Are those the .p3d model names?
Bushlurker
Mar 8 2013, 15:48
oops - sorry.... Yes - all .p3d filenames.....
B
DMarkwick
Mar 8 2013, 15:49
Superb :) thanks for the info :) I will be incorporating them into the list tonight & trying it out. Of course, anyone can also do this.... :)
Superb :) thanks for the info :) I will be incorporating them into the list tonight & trying it out. Of course, anyone can also do this.... :)
Any special/different install requirements for ARMA 3 as opposed to how to it worked in ARMA 2?
Will be trying this out as soon as I get home from work tonight.
Madmatt
Lordprimate
Mar 8 2013, 19:56
I have to ask,
do you have any plans to work on the code as far as some of the MP issues, and the SP issues.
Like Server>Client synchronization of effects? I run fire and smoke on my private server, and I have noticed a few things:
Fuel fires last an Incredibly long time, even if the config is set to 0.25 for lifetime. Also JIP clients cannot see a fire that has already started before their connecting, but they can be damaged by it!. You also no longer get a red flash around the edge of your screen when your being burned (MP and SP).
It would be super sweet and would help test if you had any plans to work on updating and optimizing the scripting for MP use. I wouldn't be the only one that would appreciate it!! that is for sure!
meanmachine1
Mar 8 2013, 20:00
This is one if the best addons imo mate, would be great to ARMA3 to have it too..!
DMarkwick
Mar 10 2013, 11:14
I have to ask,
do you have any plans to work on the code as far as some of the MP issues, and the SP issues.
Like Server>Client synchronization of effects? I run fire and smoke on my private server, and I have noticed a few things:
Fuel fires last an Incredibly long time, even if the config is set to 0.25 for lifetime. Also JIP clients cannot see a fire that has already started before their connecting, but they can be damaged by it!. You also no longer get a red flash around the edge of your screen when your being burned (MP and SP).
It would be super sweet and would help test if you had any plans to work on updating and optimizing the scripting for MP use. I wouldn't be the only one that would appreciate it!! that is for sure!
Hi Lordprimate, thanks for the interest in this addon :)
I will be making improvements to this addon for ArmA3, but I usually have to rely on other people to reveal the MP shortcomings as I just have the one machine right now. I'l look into the fuel fires timing thing & see if there's a problem there, and as for the fire JIP synchronisation, well I guess it's a problem of trees not having an init field :) as that's the method I used for making JIP work. Destroyed vehicles for JIP clients will execute their init field - which contains the smoke timings & type - and so that should work OK. Trees - don't have this ability but apparently the damage triggers get transferred regardless. I will consider this problem and see if I can't come up with a better solution.
Lordprimate
Mar 10 2013, 22:52
Nice! Good to know. Thanks for the future update in advance!!
I also have another question/observation I have been running F&S for a few days now (in A3) and I haven't seen any birds.. Are they working for you in Arma 3?
I am missing those "There they are" moments, as just like bushlurker said. They are very use full..
If there is away to script it so that it adds to the AI's, "knows about" variable to possibly give away our position, it should definitely be looked into!? It would be an awesome touch, since it works for us. Just think about walking/sneaking threw bushes.. No one sees you. And you know it. Suddenly a flock a birds startled fly away and AI with in a certain distance will be alerted to a presence and turn to look.. Your advance instantly ends and your waiting to see if you will be discovered or if they will give up and move on...
I and I'm sure others, would gladly help test!!
JuggernautOfWar
Mar 11 2013, 01:07
From my understanding birds are not working in A3 because the F&S mod does not know to use the A3 trees. It is looking for trees from A2 (what the mod was made for) to put birds in, but there are none.
Lordprimate
Mar 11 2013, 08:26
Ok that makes sence, however, I would swear they have flown straight out of the grass for me as well.. I'll look into it further
DMarkwick
Mar 11 2013, 13:40
Any special/different install requirements for ARMA 3 as opposed to how to it worked in ARMA 2?
Will be trying this out as soon as I get home from work tonight.
Madmatt
I just installed it identically to ArmA2. I added the trees to the config array but no dice so far.
Did you have any better luck?
Madmatt
Mar 12 2013, 13:51
DMarkwick,
I installed it the same as I had it in Arma 2 but I did not try to add the Arma 3 trees to the array. I am seeing the smoke effects and fire animations (and sound) but it does not look like the fire spreads although I haven't tested that function specifically. I do see a pretty sizeable frame hit with it enabled although I still need to tweak my overall settings so that might not be the mods issues.
Madmatt
Lordprimate
Apr 27 2013, 12:07
Dmarkwick, your awesome mod no longer works in Arma 3 because they removed the setvehicleinit,processinitcommands, clearvehicleinit, scripting commands... This makes me a sad panda... No more fire and smoke in A3..
DMarkwick
Apr 28 2013, 10:39
Dmarkwick, your awesome mod no longer works in Arma 3 because they removed the setvehicleinit,processinitcommands, clearvehicleinit, scripting commands... This makes me a sad panda... No more fire and smoke in A3..
Yeah I know :( I use stable build myself but I did note that those commands were gone...
My intention is to eventually redo F&S for ArmA 3 but until issues like this have settled down and there's some stability in the scripting commands it doesn't make too much sense to right now. I'm guessing I'm going to need to use different methods for MP propagation and JIP.
As a further example of reasons to leave work until later - the movement speeds are constantly changing too, which means the startled birds feature is triggering at inappropriate times, so until the unit speeds are finalised and I can measure the speeds properly there will be too many instances of startled birds. (Or too few depending on current speed settings :))
---------- Post added at 11:39 ---------- Previous post was at 11:29 ----------
DMarkwick,
I installed it the same as I had it in Arma 2 but I did not try to add the Arma 3 trees to the array. I am seeing the smoke effects and fire animations (and sound) but it does not look like the fire spreads although I haven't tested that function specifically. I do see a pretty sizeable frame hit with it enabled although I still need to tweak my overall settings so that might not be the mods issues.
Madmatt
If you did not add the Stratis trees to the array then there is nothing for F&S fire to spread to. Add these entries to the front of that array:
"T_FICUSB1S_F.P3D","T_FICUSB2S_F.P3D","T_FRAXINUSAV2S_F.P3D","T_OLEAE1S_F.P3D","T_OLEAE2S_F.P3D","T_PHOENIXC1S_F.P3D","T_PINUSP3S_F.P3D","T_PINUSS1S_F.P3D","T_PINUSS2S_B_F.P3D","T_PINUSS2S_F.P3D","T_POPULUSN3S_F.P3D",
meanmachine1
Apr 28 2013, 11:19
@<hidden>,
Your fire and smoke is one of the best additions to the ARMA experience mate.
Good luck with fully integrating it into ARMA3 fully..! :)
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