Arma 3
LEAKS SFX DEMO
47 Comments
ALIAScartoons  [author] Sep 11, 2023 @ 5:21am 
@Lamp128
I don't remember how i've named the variable maybe is factor or something that i multiply with the particle speed, adjust that value until you get the desired result. Might be useful to use other particles too which fit better the size, speed and lifetime of your effect
Lamp128 Sep 10, 2023 @ 11:57am 
@ALIAScartoons
Length, just a larger stream of fire, sim a massive fuel leak. I've messed with the life time, and I think I can increase that enough to where if I can make the particles travel slower I should be able to get what I want. I've just been having trouble figuring out how to slow the particles down.
ALIAScartoons  [author] Sep 8, 2023 @ 5:57am 
@Lamp128
You want to make them bigger in what way? In length or width? If is in length you need increase the life time for particles as for width look into the scale parameter of the particle
Lamp128 Sep 5, 2023 @ 10:27am 
Hey I'm trying to edit this and make the fire leak significantly bigger, only issue i'm running into is particle speed. What would i need to edit to decrease it? looking through setParticleParams i see a few values but they don't seem to do anything and I don't quite understand your array for moveVelocity.
Any input?
ALIAScartoons  [author] May 15, 2019 @ 6:40am 
@CartoonBOY
You could use a loop, first you need all objects(names) you wanna use in an array then run the script for each element of the array in a loop(which runs only once), this way you don't need to mess with the script's syntax
CartoonrBOY May 15, 2019 @ 5:56am 
I love this stuff - How would I make multiple water leaks on a MP server? I don't want to replicate the code over and over. Would I just use the variable _leak_obj as a single map addition?

Water_leaks.sqf: (create objects)

if (!isServer) exitWith {};
rain_leak = "Land_HelipadEmpty_F" createVehicle [8199.89, 10697.8, 18.7564];
rain_leak setVectorDirAndUp [[0, 1, 0], [0, 0, 1]];
rain_leak enableSimulationGlobal true;

rain_leak2 = "Land_HelipadEmpty_F" createVehicle [8198.89, 10698.8, 14.7564];
rain_leak2 setVectorDirAndUp [[0, 1, 0], [0, 0, 1]];
rain_leak2 enableSimulationGlobal true;

null=[rain_leak,rain_leak2] execvm "AL_Leaks\water_leak.sqf";
diag_log "RAINleaks - loaded";

Water_leak.sqf: (your script)

if (!isServer) exitWith {};
_leak_obj = _this select 0;
if (!isNil {_leak_obj getVariable "is_ON"}) exitWith {};
_leak_obj setVariable ["is_ON",true,true];
[[_leak_obj],"AL_Leaks\water_leak_sfx.sqf"] remoteExec ["execvm",0,true];
flurry Apr 1, 2019 @ 2:45pm 
@ALIAScartoons Excellent, thank you! I'm trying to switch off fire leaks assigned to two objects. The fire leaks are acting as a gate to stop the player from progressing too far ahead.
ALIAScartoons  [author] Mar 31, 2019 @ 11:34am 
@flurry
I will have a look, i don't remember how i dealt with them. What effect you trying to switch off?
flurry Mar 31, 2019 @ 3:53am 
Is there a way to turn off the effect after trigger event? deleteVehicle throws up a few errors when deleting the source object. Really awesome script otherwise.
ALIAScartoons  [author] Mar 9, 2019 @ 10:29am 
@Tin Can
For damage see where i check for distance between player an the object you use for leak
Tin Can™ Mar 9, 2019 @ 10:22am 
@ALIAScartoons For what I'm trying to make the gas cloud is just too big and covers the entire room over like 10m, instead of a small length of around 4m that I need, but I will see if I can find the size for it and alter it - I'll also need to figure out how to lower the size of the damage trigger
ALIAScartoons  [author] Mar 9, 2019 @ 10:09am 
@Tin Can
What's the problem? Gas cloud goes through wall? or is the burst of gas?
It can be done by altering the size/scale for particles and their life time and speed.
Tin Can™ Mar 9, 2019 @ 8:00am 
@ALIScartoons Is there any way to decrease the size of for example the gas leaks?

I'm trying to implement one of the gasleaks from this script in a small warehouse interior area in a way that makes it look good, but with how it's set up it's way too big for my tastes
ALIAScartoons  [author] Sep 18, 2018 @ 3:55am 
@Malcain
Loops on server can cause that, you have to find the right balance for that to work.
Malcain Sep 18, 2018 @ 3:46am 
@ALIAScartoons sure
Server name: [BOP] BreakingPoint Left Behind | Tembelan | Stresstest | FPP |
Address: 95.216.29.61:2402

I had to temporary disable the Thunderbolt script after update. It was permanently turned on to make raindrops appear on the ground, but it also provided a huge FPS decrease.
Not sure yet why, will have to do more tests and tweaks(maybe the reason is because it was running in a loop server-side).
ALIAScartoons  [author] Sep 18, 2018 @ 3:20am 
@Malcain
Would you share the IP server with us again? I want to test/play Breaking Point. Never done it and i might need to get familiar with the system. No promises but i will try to hop in.
Malcain Sep 18, 2018 @ 3:12am 
Integrated Alias leaks and Radiation to Breaking Point: Tembelan server which involved some recoding of damage system, also water leaks are now dynamic depending on the weather.
Coupled with anti-gamma abuse bright nights it looks fantastic. Didn't test with a horde of players but currently FPS-wise it's pretty ok.

Thank you Alias!
TistheOnecalledJon Sep 15, 2018 @ 10:10am 
Speaking of stopping leaks, it would be nice to have as default, intermittant leaks for fire/gas etc. You could have it say in a long hallway and players need to navigate the fire or gas leaks, much akin in the old style adventure/fps video games.
TistheOnecalledJon Sep 15, 2018 @ 10:08am 
@Malcain. Ah nice one.
Alec Sep 13, 2018 @ 7:17am 
Alias, you the best!
Alec Sep 13, 2018 @ 7:15am 
Superrr!
Malcain Sep 10, 2018 @ 7:47am 
@ALIAScartoons
It was a bad solution tbh:) Here is a good one:

Edit the loop in water_leak_sfx.sqf:

while {!isNull _leak_obj} do
{
waitUntil {
sleep 1;
rain >= 0.1 };

--Script effects, ends with "_splash_r setDropInterval 0.1;"--

while {player distance _puddle_leak < 300} do {
if (rain < 0.1) exitWith {};
_puddle_leak say3D ["leak_ext", 20];
sleep 7+(random 1.4);
};
deletevehicle _bubble_leak;
deletevehicle _wet_leak;
deletevehicle _stropi;
deletevehicle _splash_wave;
deletevehicle _impact;
deletevehicle _drop_up;
deletevehicle _splash_r;
sleep 240;
deletevehicle _puddle_leak;
};

On a Multiplayer server with scripted dynamic weather:
- Water leaks now start when it starts raining and stop when the rain ends.
- Puddles on the ground dissapear 240 seconds after that.

I've done same changes for cave leaks, a bit of a different code there.
Script will be deployed on Breaking Point:Tembelan server after I finish to adopt fire&gas damage model
ALIAScartoons  [author] Sep 10, 2018 @ 1:21am 
@Malcain
Good solution, thanks for the input!
Malcain Sep 9, 2018 @ 6:57am 
Make sure to add this line if you want the leaks to stop when the rain stops:

- Open "water_leak_sfx.sqf"
- Add
if (rain < 0.1) exitwith {};
to the end of the "while {!isNull _leak_obj} do" loop.


Personally, I think this shall be considered added to the script, since most will want rain leaks to stop when it stops... raining xD
ATM it works well with dynamic weather on a dedicated MP server.
Xe-Cute Aug 1, 2018 @ 9:21am 
A scenario to display the script usage yes... ;-)
varus Jul 31, 2018 @ 4:42am 
That's a scenario??? I'd think it's a mod.
ALIAScartoons  [author] Jul 31, 2018 @ 12:37am 
@RickOShay
While testing alone on dedicated the FPS impact was unnoticeable, didn't test it in MP yet
RickOShay Jul 31, 2018 @ 12:31am 
Great work Alias. What impact on fps is there. I assume these effects are all client side.
ALIAScartoons  [author] Jul 30, 2018 @ 3:10am 
@Pripyat Lizard
Is doable, i will consider you suggestion for another script maybe, i want to keep scripts as simple as possible in terms of syntax and files number and execution threads. Good suggestion, would indeed increase the immersion

@Xe-Cute
Thanks man! I will consider your suggestions for the next update.

@MiniBiggi
At some point my friend... at some point

@Capt.Cook
LOL
Xe-Cute Jul 29, 2018 @ 8:26am 
Great work as always Alias!! It would be great to have an array parameters for gas leak and fire damage, that if u have certain clothes like gas mask or configurable clothes on, and in use, it will lessen or negate the damage. Even water- thinking acid :) - you can make optionally to do damage, as well as also add protection (different cloths giving different protection) with a damage after effect while your acid runs off/dries up... This would enable to make even more interesting obstacle courses with your script... Thanks for all your wonderfull scrripting work!
Pripyat Lizard 🦎 Jul 28, 2018 @ 7:10pm 
Just curious. Is there a way to use your water in the eyes function for when you walk through water to have a similar effect with dust when near helicopters? It'd be sweet to force people to use those combat goggles when doing air assault or on mounted turrets in moving vehicles etc.
MiniBiggi Jul 28, 2018 @ 5:07pm 
would love to see these in modules usable in zeus for, say like a dynamic emergency where a fire leak begins spreading and all that. amazing work though, i love all your scripts
Capt.Cook Jul 28, 2018 @ 4:49pm 
YES ! I LEAK IT VERY MUCH ! :-)
Tumble Trash᠌ ⁧⁧ Official Jul 28, 2018 @ 11:27am 
workshop glitched my dudes.
ALIAScartoons  [author] Jul 28, 2018 @ 1:36am 
@Col. Radzikowski [11MD]
Yeah, but i don't know when, most likely no this year, i still have a lot of scripts to release first
Cap Jul 27, 2018 @ 8:28pm 
Great modifications, it would be great if this was possible to get these in a form of modules rather than scripts for easier use.
JGaz-UK Jul 27, 2018 @ 12:49pm 
Copy all of the objects over & every thing works fine!
Ttrying to seperate the 3 different SFX so as to use one in a mission not so easy for me at least.
JGaz-UK Jul 27, 2018 @ 9:57am 
just posted it on activity
ALIAScartoons  [author] Jul 27, 2018 @ 8:00am 
@JGaz-UK
Send me the screen shot when you have it
JGaz-UK Jul 27, 2018 @ 7:53am 
It might be the Map, Old but Gold Namalsk....
JGaz-UK Jul 27, 2018 @ 7:50am 
I copied over the cave objects & all the approbate files. Did get 3 streams of water to start with, but then 2 stopped? but showing errors every time I'll do a screen shot next time of the errors.
ALIAScartoons  [author] Jul 27, 2018 @ 5:42am 
@JGaz-UK
Is a straight forward script mate, just make sure you have the files and folders, sound definitions in your description and should work. What errors do you get? Just consider the fact that if the player is out of range the script will pause waiting for player to get back in range just to save performance
JGaz-UK Jul 27, 2018 @ 3:13am 
Not quite as easy as it looks, getting a lot of errors :steamfacepalm: ?
JGaz-UK Jul 26, 2018 @ 4:40pm 
Like it! think I'll use the running water in the "Rat Trap" tunnels. Very nice stuff dude!
.:[-YN-]:. Ninoss Jul 26, 2018 @ 3:59pm 
Damm, this is relly good :p I'll look forward to play around with it :)
RueLight Jul 26, 2018 @ 2:41pm 
why i think about the scene on simpsons, where homer filled a big leak with his ass :D
good job
Sayker Jul 26, 2018 @ 10:45am 
AMAZING, as usual !!...