laggy
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"Behold a pale horse"
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« on: 15 Jul 2008, 16:39:17 » |
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Hi all,
Is there anyway to change wind direction and wind speed? I'm working on a sandstorm script and don't want to use "bad" weather (0 setovercast 1, 0 setrain 1) as the solution.
Cheers
Laggy
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« Last Edit: 15 Jul 2008, 16:43:21 by laggy »
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And I looked and beheld a pale horse and his name that sat on him was Death and Hell followed with him.
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Mandoble
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« Reply #1 on: 15 Jul 2008, 17:07:59 » |
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Well, you cannot change ArmA wind (AFAIK), but you may create your own as long as you can use a different velocity vector for your particles than the one provided by default wind. Basically, if your storms are going to be strong, then the velocity vector you will provide for the particles will be much "larger" than the BIS wind, and all your particles would be affected primary and almost only by "your" wind. But if your storms are going to be weak, then you have a problem, as BIS wind might nullify yours.
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laggy
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"Behold a pale horse"
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« Reply #2 on: 15 Jul 2008, 17:19:44 » |
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Thanks alot Mandoble,
Does that also mean that if my own script has stronger wind than default ArmA engine, the trees and foliage will be affected (swinging/bending) by my script as well?
Laggy
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And I looked and beheld a pale horse and his name that sat on him was Death and Hell followed with him.
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Mandoble
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« Reply #3 on: 15 Jul 2008, 17:24:04 » |
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Nope, nothing would be affected except your own particles. And you may set their friction to 0, so that your particles are not affected at all by ArmA wind.
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laggy
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"Behold a pale horse"
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« Reply #4 on: 15 Jul 2008, 17:31:07 » |
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Thank you so much.
Laggy
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And I looked and beheld a pale horse and his name that sat on him was Death and Hell followed with him.
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Mandoble
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« Reply #6 on: 02 Dec 2008, 13:37:25 » |
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The problem is that stock ArmA smoke grenade already generates its own smoke, and you cannot change it. What you can do is to create your own smokeless grenade and then script its corresponding smoke effects.
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Tyger
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« Reply #8 on: 02 Dec 2008, 18:51:17 » |
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The effect you want is to allow the smoke particles to last longer before they disappear. The BIS grenade is pre-scripted. Therefore, without creating a mod for the game, the BIS grenade cannot really be tweaked or such.
There might be a work around with some scripting. Attach an event handler "fired" to the "thrower". The script should detect if the thrown object was a smoke, and if so, use a nearestObject player to find the thrown smoke. Catch the smoke .1m above the ground, and setPos it to something like [0,0,0]. Then, using a script generate your own smoke on the position that you caught the smoke.
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« Last Edit: 02 Dec 2008, 18:54:10 by Tyger »
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"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell
MSG Mike Everret - We Will Never Forget - '75-'08
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Mandoble
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« Reply #10 on: 02 Dec 2008, 23:34:40 » |
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here you'll find several resources using drop command.
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