Ooh I see the birds now lol. I was messing around in the editor, very cool feature for immersion.
Ooh I see the birds now lol. I was messing around in the editor, very cool feature for immersion.
Phenom II X4 955 45 nm OC 3.6 GHz
GeForce GTX 570 Classified
12 GB Dual-Channel DDR3
M4 Solid State Drive
Some updates:
Fire colour - yes, the forest fire is a different colour to ingame default fire, but of the two I think the JTD one is the more natural lookingI perhaps might do a config fix to fix the default rather than change the JTD fire.
Smoke plumes in the air - yes, a small bugit happens when a high flying aircraft is destroyed and takes more than 5-8 seconds to fall to the ground. I will implement an additional altitude check on the next version.
Unfortunately, I cannot attach the smoke effects to a vehicle, because when I do that, vehicles on their side or upside down eject the smoke into the terrain or out the side, looking decidedly odd.
Use of dta folder - if that userconfig folder really is a standard, I will use that in future
Fire damage - units and vehicles will indeed be damaged by fire. However, like fire there is a chance of NOT being damaged, the damage areas are unpredictable and don't necessarily overlap, and don't necessarily coincide with actual fire animations. Think of it as heat blooms rather than fire damage.
No building fire smoke - actually there is, but it's like the trees, very sparse. The reason is that for the most part building and tree smoke is usually in a group and the smoke is designed for group effect, and I'm saving FPS by assuming that it is
***pre-emptive comments
Sound - a forest fire sound will be made and used in the addon at some point soon.
After-fire smolder - people who remember DMSmokeEffects will remember that old fires would continue to smolder long afterward. This is not in right now but will be eventually.
Innappropriate buildings & structures burning - the problem is one of list compiling. You need either a list of approved buildings, or it's opposite, a list of excluded buildings.
AI units just stand there taking damage - yes, they don't recognise JTD fire as a hazard. I wish there was an entity that AI units would naturally avoid or run away from but until then I might experiment with AllowFleeing or Courage settings or something.
I would like to thank the various sites for their kind service of mirrors.
Last edited by DMarkwick; Sep 11 2009 at 10:37.
Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2
For better future effects addons, please vote for this ticket.
I've only been using it for 5 minutes and I can safely say that it almost like playing a whole different game... it adds an amazing atmosphere (Seeing those towers of smoke rising in the distance it a great way of letting you know that something/someone got badly FUBAR over there) and I'm quite shocked that this is just a beta! I can't imagine what else you could add!
All in all, a fantastic addon, a must-have![]()
Dmahon: sound of fire crackle and thats it.... oh and a fire truck![]()
IceBreakr, C/O [SBP] - Slovenian Black Panthers (www.vojak.si)
Err... Mi-48 Caiman in A3? Bitch please...!
does this need to be put on a dedicate sever or is it player side only
-Reality Gaming-
Actually if fire damages people and buildings, it would be pretty neat to have fire extinguishers around military bases that the player has built in order to protect assets.
Or a fire distinguish plane
C-130 full of water ^^
i5 2500k @ 4,8GHz
GTX570 @ GTX580
8GB DDR3
Congrats on the release!
EDIT: Remember guys that you can alter the smoke time, particle ammount and if you want forest fires or not (only vehicles etc burning) by editing the HPP file you added into the DTA folder.
Alex