Page 2 of 6 FirstFirst 123456 LastLast
Results 11 to 20 of 54

Thread: Simple Breath Fog Script

  1. #11
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
    Posts
    980
    Author of the Thread
    Quote Originally Posted by Egosa-U View Post
    Maybe someone knows the fatiguee-values and how to read them.
    Since the fatigue-value increases your crosshair size..

    EDIT: Maybe with this command?
    http://community.bistudio.com/wiki/g...gue_%28VBS2%29
    Excellent idea, I'll have a look into it. Thanks Egosa-U!

  2. #12
    This is a great idea! Very original!
    I'll make a video of it on saturday.

    ST_Dux: "Conspiracy theorists aren't the great skeptics that they envision themselves to be; they are a weak sort who cannot for the life of them accept the fact that some things -- most things, actually -- happen for no reason at all. There is no master plot; there is no system; the only thing consistent in this world is inconsistency.

  3. #13
    Maybe it won't work because of the limitation to VBS 2.

    But i've searched the commands-list and found that:
    http://community.bistudio.com/wiki/precision

    Still can't find anything really useful about the breathingrate/tiredness/weapon-accuracy..
    I'll keep looking.

    Edit: Furthermore you could combine the breathing-script with the mission-time. Especially when the mission plays from dusk until night, the enabling of Breath Fog would increase the atmosphere.
    Last edited by Egosa-U; Jan 28 2011 at 12:46.

  4. #14
    I tried now to combine the fog with the mission-time, but haven't got that much experience with sqf-scripting .

    I tried to define on which times the fog should be dense and when not.
    Basically I setup the following times:
    From 0am to 3am : dense fog
    from 3am to 6am : less dense fog
    from 6am to 6pm: nofog
    from 6pm to 20pm: less dense fog
    and from 20pm to 24pm: dense fog
    So i expanded the code with additional parameters, but can't get it to work.

    I think it may have something to do with passing the _int parameter.
    Additionally, it should continue checking the time to make sure the fog-density is right.

    Hoping, someone can help...

    Heres the modified code:
    Spoiler:

  5. #15
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
    Posts
    980
    Author of the Thread
    Hi egosa-u. I'm not in front of my arma box but looking at your code I can't really see why it shouldn't work. I actually combine my fog script with another one which determines the angle of the sun from the horizon. When the sun is below horizon = foggy breath. I will post this when I get home.

    Quote Originally Posted by Egosa-U View Post
    I tried now to combine the fog with the mission-time, but haven't got that much experience with sqf-scripting .

    I tried to define on which times the fog should be dense and when not.
    Basically I setup the following times:
    From 0am to 3am : dense fog
    from 3am to 6am : less dense fog
    from 6am to 6pm: nofog
    from 6pm to 20pm: less dense fog
    and from 20pm to 24pm: dense fog
    So i expanded the code with additional parameters, but can't get it to work.

    I think it may have something to do with passing the _int parameter.
    Additionally, it should continue checking the time to make sure the fog-density is right.

    Hoping, someone can help...

    Heres the modified code:
    Spoiler:

  6. #16
    Quote Originally Posted by tpw View Post
    Hi egosa-u. I'm not in front of my arma box but looking at your code I can't really see why it shouldn't work. I actually combine my fog script with another one which determines the angle of the sun from the horizon. When the sun is below horizon = foggy breath. I will post this when I get home.
    That would be great! I haven't thought of the possibility to go along with the sun.

  7. #17
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
    Posts
    980
    Author of the Thread
    Quote Originally Posted by Egosa-U View Post
    That would be great! I haven't thought of the possibility to go along with the sun.
    OK, here's the weay I do it. The sun angle stuff is adapted from some code that CarlGustaffa gave me, so props to him!

    Let me know if you have probs with it.

    Code:
    // Determine the angle of the sun (ie is it dark or not), adapted from CarlGustaffa 
    [] spawn {while {alive player} do {
    private ["_lat", "_day", "_hour", "_angle", "_isday"]; //Not 100% correct to BIS own code, but it does the trick.
    _lat = -1 * getNumber(configFile >> "CfgWorlds" >> worldName >> "latitude"); //Arma latitude is negated for some odd reason.
    _day = 360 * (dateToNumber date); //Convert current day to 360 for trigonometric calculations.
    _hour = (daytime / 24) * 360; //Convert current hours to 360 for trigonometric calculations.
    sunangle = ((12 * cos(_day) - 78) * cos(_lat) * cos(_hour)) - (24 * sin(_lat) * cos(_day)); 
    //update every 5 minutes
    sleep 300; 
    };
    };
    
    private ["_unit"];
    _unit = _this select 0;
    _int = _this select 1; //intensity of fog (0 to 1)
    
    while {alive _unit} do {
    if (sunangle < 0) then {  // only fog breath if sun is below horizon
    sleep (2 + random 2); // random time between breaths
    
    _source = "logic" createVehicleLocal (getpos _unit);
    	_fog = "#particlesource" createVehicleLocal getpos _source;
    	_fog setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0],
    	"", 
    	"Billboard", 
    	0.5, 
    	0.5, 
    	[0,0,0],
    	[0, 0.2, -0.2], 
    	1, 1.275,	1, 0.2, 
    	[0, 0.2,0], 
    	[[1,1,1, _int], [1,1,1, 0.01], [1,1,1, 0]], 
    	[1000], 
    	1, 
    	0.04, 
    	"", 
    	"", 
    	_source];
    	_fog setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
    	_fog setDropInterval 0.001;
    
    _source attachto [_unit,[0,0.15,0], "neck"]; // get fog to come out of player mouth
    
    sleep 0.5; // 1/2 second exhalation
    deletevehicle _source;
    }}

  8. #18

    Question

    Sorry to revive this thread, but how do you set the breath (fog) to dissapear faster?

    In my mission I have:

    Code:
    setWind [0,10, true];
    And the breath looks like it's ejecting out of the player at maximum speed in a straight line.

    Edit:

    Hah, nevermind. Figured it out by counting how long the fog was alive for and turned out to be ~2. So I looked for something that equaled "2" and it's here:
    Code:
    _fog setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
    Just change the 2 to something like:

    Code:
    _fog setParticleRandom [.1, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
    Last edited by Semedar; Dec 6 2011 at 05:01.
    CPU: i7 960 [4.0GHz] | Motherboard: P6T Deluxe V2 | Memory: Kingston HyperX T1 Series 12GB
    Graphics Card: ASUS GeForce GTX 590 | Monitor: ASUS VG236HE 23" [1920x1080 | 120Hz]
    Hard Drive: Patriot Torqx 2 32GB SSD | ADATA 64GB SSD | Seagate Barracuda XT 2TB HDD
    Case: Cooler Master HAF 932 | Power Supply: Corsair AX850 | CPU Cooling: Corsair H70 [Exhaust | PP] | Shin-Etsu G751

  9. #19
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
    Posts
    980
    Author of the Thread
    Glad you figured it out Semedar, because I can't remember how I did it! Also, glad that someone is actually using the script!

  10. #20
    We're making use of it in Invasion 1944 too Though it might not be too visible in that video. Great subtle effect that definitely adds a lot to the atmosphere ingame!

Page 2 of 6 FirstFirst 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •