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#1 Posted at 2016-05-23 17:25        
     
Create a dramatic scenery for your mission with the use of: thunders with or without lightning bolts, sound and flickering.
Also you can create raindrops, debris in the air when you have a relatively strong wind and local fog to add something to the atmosphere.
So called local fog is not meant to replace the arma fog generated via editor or script but to complete it.

Find the right combination of settings for your mission and let me know what worked the best for you.

!!!
All sounds are custom, disable Lightnings in your mission via mission editor or script to avoid interference and overlapping.
Lightning effect is generated around a randomly picked playable unit.
The sounds are pretty big in size and loud. Adjust volume and list of files from description.ext if necessary.
!!!

Un-pbo the mission and read the comments or watch the video tutorial for more information.
Play around with the parameters and let me know what values create the best effect for you.
Thank you!

You can use, adapt and/or modify the script as you see fit.
If you find nice ways to modify the script for better effects let me know.
Tested on dedicated but not in MP, any feedback will be greatly appreciated.
Thank you and have fun!



STEAM LINK
http://steamcommunity.com/sharedfiles/filedetails/?id=687941412

Direct Download Link - v1.0
Game comics

Other Scripts
http://steamcommunity.com/sharedfiles/filedetails/?id=1123074587

DO NOT INCORPORATE THIS SCRIPT OR PORTIONS OF IT IN MONETIZED PRODUCTS OR SERVERS WITHOUT ASKING FOR PERMISSION AND OBTAINING APPROVAL FROM ME!!!

This post was edited by aliascartoons (2017-11-03 05:53, 43 days ago)


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#2 Posted at 2016-05-23 20:53        
     
Thanks again for posting your work here on the forums mate :-)
News is up on the frontpage and you can find our mirror here:



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#3 Posted at 2016-05-24 14:38        
     
Very nice!
License:
DO NOT INCORPORATE THIS SCRIPT OR PORTIONS OF IT IN MONETIZED PRODUCTS OR SERVERS WITHOUT ASKING FOR PERMISSION AND OBTAINING APPROVAL FROM ME!!!
Your License is very strict if you read it:
DO
NOT INCORPORATE THIS SCRIPT
OR
PORTIONS OF IT
IN MONETIZED PRODUCTS
OR
SERVERS
WITHOUT ASKING FOR PERMISSION AND OBTAINING APPROVAL FROM ME!!!

So I could think you dont want me to use it on a server without asking for permission.
Better use a known license to be clear.
One of the APL or CC-BY-NC-SA


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#4 Posted at 2016-05-25 07:38        
     
Hi, Alias! After DLing the fixed version, I got an example running in no time at all. Really easy to set up, no mistakes with my syntax. :D The script runs beautifully, very atmospheric and unsettling.

Sorry if this scripting question is a n00b issue:

What's the best way to activate different effects at different times, then later deactivate them?

Let's say I want to build up a storm slowly. I created 3 triggers, set for 10, 20, 30 minutes. First trigger only sets thunder_3 delay and wind_debris with a named handle for your execVM'ed script. (I deleteVehicle all one-time triggers at the end of onAct for clean mission design, b/c KK says triggers keep evaluating no matter what)

Second trigger, I want to ADD thunder_2 and local_fog (keeping thunder_3 and wind_debris). Do I execVM a brand new instance of the script with just those parameters (all others 0 or false), or is there a more efficient way to set/declare publicVariables for the first instance of alias_thunderbolt.sqf that is already running? (I also sync a named vanilla module for weather fog setting)

Third trigger, add thunder_1 and rain_drops. Again, new execVM or set variables? (I also set sync another named module for weather rain setting)

Later, as the mission progresses towards the end, slowly stop the storm. I can delete the weather modules one by one, OK. I tried a couple ways to end your script, and SOMETHING is making most of the effects end, but I can't tell which command, b/c there's a long lag time between when I try my termination or variable commands and actual effects stopping.

I tried:

terminate handleName;

No immediate effect within 2 minutes.

I tried:

alias_thunder_1 = false;
publicVariable "alias_thunder_1";

And the same for the other thunders, alias_rain_drops, alias_wind_debris, and alias_local_fog.

All of them seem to stop sooner or later, though sometimes it can take up to 10+ game minutes, other times an effect stops within a few seconds. rain_drops is the most frustratingly persistent, keeps going for a long time.

Thanks!


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#5 Posted at 2016-05-25 21:34        
     
I would start the script once with the minimum delay you desire, and then mess around with public variables making them false and true. You could have a sleep launched after thunder script for each desired variable:

[] spawn {
waituntil (time >10); // or something to make sure thunder script is already running
alias_thunder_1 = false;
publicVariable "alias_thunder_1";
sleep 60; // delay you want for thunder one to kick in
alias_thunder_1 = true;
publicVariable "alias_thunder_1";
};

You can do the same for all desired variables.
I hope this will help. I'm not at may computer to test.
The script is spawning randomly thunders in 2 sqr km, so you will have to to consider the delay induces by thunders spawned in the distance. If by chance 9 out of 10 thunders are spawned to far from you the delay will seem bigger.

For more control over the delay you can decrease radius in which thunder is spawned and or edit the script to allow you to spawn thunders within delays smaller than 1 second. I would mess with the radius.

Let me know if you need more suggestions and what solution worked for you. Thank you!


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#6 Posted at 2016-05-28 07:58        
     
from zeus is also a thunder mod, which strikes buildings and objects and makes dammage.. maybe you could mix it with yours.. i like your thunder script with those other effects for a good stormy thunder weather.. its great!


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#7 Posted at 2016-06-26 02:32        
     
how can I stop the script completly after I executed it with...

nul = [15,5+random 120,30+random 300,true,true,true] execVM "ALthunder\alias_thunderbolt.sqf";

...?



I tried...

alias_thunder_1 = false;	
publicVariable "alias_thunder_1";
alias_thunder_2 = false;	
publicVariable "alias_thunder_2";
alias_thunder_3 = false;	
publicVariable "alias_thunder_3";
alias_rain_drops = false;
publicVariable "alias_rain_drops";
alias_wind_debris = false;
publicVariable "alias_wind_debris";
alias_local_fog = false; 
publicVariable "alias_local_fog";

...but it seems like nothing happens then.


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#8 Posted at 2016-06-27 16:05        
     
@delvo_boss
That should've done it. How do you launch the script? in a trigger? Make sure the script runs/is triggered only once.


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#9 Posted at 2016-06-28 22:09        
     
I actually run it in a script that should randomize the weather on my server:

private ["_thunder","_rnumber","_rovercast","_rrain"];
	
	while {true} do
	{
		private ["_thunder","_rnumber","_rovercast","_rrain"];
		_thunder = 0;
		_rnumber = random [1,3,5];
		_rovercast = random [0,0.5,1];
		_rrain = random [0,0,0.5];
		
		if (_rnumber == 1) then
		{
			private ["_thunder"];
			_thunder = 1;
			15 setOvercast 1;
			15 setFog [0.9, 0, 100];
			15 setRain 1;
			forceWeatherChange;
			sleep 10;
			nul = [15,5+random 120,30+random 300,true,true,true] execVM "ALthunder\alias_thunderbolt.sqf";
		}
		else 
		{
		
		};
		
		if (_rnumber == 2) then
		{
			15 setOvercast 0;
			15 setFog [0, 0, 0];
			15 setRain 0;
			forceWeatherChange;
			sleep 10;
		}
		else 
		{
		
		};
		
		if (_rnumber > 4) then
		{
			private ["_rovercast","_rrain"];
			15 setOvercast _rovercast;
			15 setFog [0, 0, 0];
			15 setRain _rrain;
			forceWeatherChange;
			sleep 10;
		}
		else 
		{
		
		};
		
		sleep 3500;
		
		if (_thunder == 1) then
		{
			private ["_thunder"];
			_thunder = 0;
			15 setOvercast 0.2;
			15 setFog [0, 0, 0];
			15 setRain 0;
			forceWeatherChange;
			
			alias_thunder_1 = false;	
			publicVariable "alias_thunder_1";
			
			alias_thunder_2 = false;	
			publicVariable "alias_thunder_2";
			
			alias_thunder_3 = false;	
			publicVariable "alias_thunder_3";
			
			alias_rain_drops = false;
			publicVariable "alias_rain_drops";
			
			alias_wind_debris = false;
			publicVariable "alias_wind_debris";
			
			alias_local_fog = false; 
			publicVariable "alias_local_fog";
		}
	};


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#10 Posted at 2016-07-01 07:36        
     
Is it for SP or MP? IF is for MP you need to runt that script on server side and broadcast the thunder script, otherwise it will not sync between players and will prevent the script from stopping. Let me know and i can provide more info and make suggestions about breaking apart the script even more.


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#11 Posted at 2016-07-02 20:11        
     
Really don't know much about this stuff..it's MP (A3Wasteland Server). Do I have to execute it in the initserver.sqf?


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#12 Posted at 2016-07-04 08:32        
     
In principle you need a script that runs on server side only that will decide time and parameters for each effect, rain, fog, thunder, and whatever else you have there. This script you need to run it from init.sqf or initserver.sqf.
Then, when something changes, you need to broadcast the scripts so they run on client side for all connected players.

If you run the script as it is now is going to be impossible to control and sync the parameters between clients especially if you have JIP players and respawn. All my scripts work in MP-dedicated, but they need tweaking for JIP and respawn depending on what framework you already use.

I'll show you an example as soon as i get on my comp.


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#13 Posted at 2017-07-20 22:55        
     
Script update.
Quick video test.


Changes
* Fixed sounds broken by last Arma update
* Tweaked particles
* Decreased sounds file size
* Few optimizations

Direct download link will be updated shortly.


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#14 Posted at 2017-07-21 08:40        
     
Thanks for the update :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#15 Posted at 2017-10-20 05:16        
     
Script update v1.2


Changes:
* Added an optional parameter for screen effects during rain
* Added an optional parameter for creating puddles
* Tweaked particle effects for debris and thunder bolt
* Rain drops and screen effects are now directly proportional with the intensity of the rain
* Tweaked delays between thunders
* optional storm clouds

The download link from Armaholic will be updated shortly. Until then you can grab the script from STEAM:
http://steamcommunity.com/sharedfiles/filedetails/?id=687941412