I have reworked Yac`s scripts in a fsm for more atmosphere.You have now more options and more performance.Its a client-side script, it works in the Editor/SP and on a non-dedicated-server too and you can use markers to place it.
The script will not run on the dedicated-server-side and the server will not sychronize the fog, because it would cause to much lags,otherwise the server would synchronize 50-300 clouds per second and every cloud would have 5-10 synchronized values and that is to much.
Installation / Usage:
Open the editor, create a new unit/object and put the example into the init of the unit, after that replace 'l1' with 'Player' and save the mission.
Then open the folder .../Dokuments/ArmA 2 Other Profiles/Nickname/missions/misisonsname and copy the script into the folder, example:
null=[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3. 5,17.5] execFSM "Fog.fsm";
l1 = name of unit (use "" for markers and when you on a multiplayer session only want to set the fog around the player: run the script once! with 'Player' (not 'this' and not 'name of the unit/object'!!!), example: null=[Player,200,10,... )
If the unit/building was destroyed/died or the marker was deleted, the script will exit automatically!
100 = Maximumdistance
11 = Minimumdistance
10 = Count of clouds
3 = Minimumsize of clouds
7 = Maximumsize of clouds
-0.3 = Height of clouds (must be a bit below the ground to look realistic)
0.1 = Respawntime of clouds
0.5 = Transparency
1,1,1 = Color of clouds
13 = Remove-speed of clouds
12 = Minimumlifetime of clouds
15 = Maximumlifetime of clouds
true = The fog will be effected by wind (for no wind effect: false)
2 = Windstrength (acts only when the wind effect is 'true')
2.1 = Random-direction-period(in seconds) (acts only when the wind effect is 'true')
0.1 = Random-direction-intensity (acts only when the wind effect is 'true')
4,6,0 = Move-direction-speed (x,y,z) - same effect as wind, but constant and adjustable(acts only when the wind effect is 'false')
3.5 = Stardaytime (the fog will spawn when the ingametime is 03:30)
17.5 = Enddaytime (the fog will spawn when the ingametime is 17:30)
RandomDirectionPeriod 2.1 with RandomDirectionIntensity 0.1 means that 0.1 will be added to the direction-speed (x,y,z-randomized) of a moving-cloud every 2.1 seconds.
An example for norrins revive-script:
NORRNCustomExec1 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0, 24] execFSM ""Fog.fsm"";"; // Exec1 occurs following being revived
NORRNCustomExec3 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0, 24] execFSM ""Fog.fsm"";"; // Exec3 occurs when you spawn at base
Video by metalcraze:
Yac for the original script.
Random-direction-period (in seconds) (acts only when the wind effect is 'true')
Random-direction-intensity (acts only when the wind effect is 'true')
Startdaytime (24 hour clock)
Enddaytime (24 hour clock)
Fixed: Minimumdistance doesn`t work correctly (Thanks to Celery)
minimum and maximum options for the lifetime of clouds
The most of the options must not be set to get no errors (Only the first option must be set). When a option isn`t set, it will get a standard value.
Fixed: maximumdistance was added with minimumdistance
- Effect by wind
- Minimum and maximum options for the size of clouds
- Releasetime of clouds
- Lifetime of clouds
- Move-direction-speed of clouds(x)
- Move-direction-speed of clouds(y)
- Move-direction-speed of clouds(z)
- Fixed: clouds spawned twice
- If the marker will be deleted, the script will exit and will not continue to spawn the fog at position [0,0,0].
- If the unit/building is dead/destroyed, the script will exit and will not cotinue to spawn the fog at the last position.
- script optimized
- Fixed: Position Error
- BI forums
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