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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
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.
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
Any input?
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
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];
I will have a look, i don't remember how i dealt with them. What effect you trying to switch off?
For damage see where i check for distance between player an the object you use for leak
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.
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
Loops on server can cause that, you have to find the right balance for that to work.
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).
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.
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!
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
Good solution, thanks for the input!
- 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.
While testing alone on dedicated the FPS impact was unnoticeable, didn't test it in MP yet
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
Yeah, but i don't know when, most likely no this year, i still have a lot of scripts to release first
Ttrying to seperate the 3 different SFX so as to use one in a mission not so easy for me at least.
Send me the screen shot when you have it
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
good job