Richards.D 761 Posted July 28, 2016 Hey everyone, So I've spent hours looking through every single text file on Invade and Annex and I cannot disable the crippling fog. I've tried everything, looked in the mission for modules, put in my own dynamic weather script. Nothing is able to stop the stupidity of this, and it's rather frustrating. If anyone knows Invade and Annex and can help, I would be incredibly grateful. Here's the mission folder, unbinarized: https://dl.dropboxusercontent.com/u/23389642/co60_AW_Invade_Annex_1_14_7Cav.Tanoa.rar Thank you! Share this post Link to post Share on other sites
tortuosit 485 Posted July 28, 2016 OK, I had a look for you. Search for "setfog" in script files and you will see, it's in a "real_weather.sqf". So then search for "real_weather.sqf" in script files and you will find the call in some initialization.sqf. Outcomment. Share this post Link to post Share on other sites
Richards.D 761 Posted July 28, 2016 Unfortunately that is the script I added. There is still some kind of hidden or other programmed script which adds a ton of fog, which even real weather can't seem to change. As without Real weather, there was just ever present, completely thick and unchangeable fog. Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted July 28, 2016 Hi, Find a server loop (something in the mission selector will do) and input this code: if (!(fogParams isEqualTo [0,0,0])) then { 10 setFog [0,0,0]; }; Only other place fog could be set is in the editor (mission.sqm). startFogBase=250; forecastFogBase=250; startFogDecay=0.014; ^ tweak those values in the editor Also, do not binarize the mission.sqm, I have encountered some issues when using binarization. YMMV Share this post Link to post Share on other sites
Richards.D 761 Posted July 28, 2016 Hi, Find a server loop (something in the mission selector will do) and input this code: if (!(fogParams isEqualTo [0,0,0])) then { 10 setFog [0,0,0]; }; Only other place fog could be set is in the editor (mission.sqm). startFogBase=250; forecastFogBase=250; startFogDecay=0.014; ^ tweak those values in the editor Also, do not binarize the mission.sqm, I have encountered some issues when using binarization. YMMV Hello, I shall try the loop to see if that fixes it. Anyways, the fog base 250, I set in the Intel screen all the way to zero, and it still shows that. I tried replacing that in the SQM, but it just gets updated back to 250. Share this post Link to post Share on other sites
Richards.D 761 Posted July 31, 2016 Closing this, it was indeed just those fog options in the SQM. For some reason they kept resetting, now the issue is corrected. Share this post Link to post Share on other sites